TRAINING 4
SONG OF THE DRAGONBORN 4
TRAINING PARTI: CHARACTER CREATION, 5
WELCOME TO SKY RIM 5
SELECTING A RACE., 5
PARTI: THE RACES OF SKY RIM 5
PART II: RACIAL ADVANTAGES 6
SKILLS AND PERKS..,., . ,9
SKILLS OVERVIEW 9
IMPROVING SKILLS: SKILL BOOKS 12
IMPROVING SKILLS: AUGMENTATIONS 12
SKILL CONSTELLATIONS ...13
COMBAT SKILLS: THE PATH OF MIGHT .13
STEALTH SKILLS: THE PATH OF SHADOW .17
MAGIC SKILLS: THE PATH OF SORCERY . 20
CHARACTER ARCHETYPES .....23
OVERVIEW 23
TRAINING PART 2:
COMBAT, DEVELIPMENT, AND CRAFTING . . .. 29
CHARACTER ADVANCEMENT ...29
COMBAT IMPROVEMENT .29
SHOUTS AND OTHER POWERS . 32
DISEASES 36
LYCANTHROPY ,37
VAMPIRISM 38
CRIME AND PUNISHMENT ... 39
CRAFTING 41
ALCHEMY 41
ENCHANTING 43
SMITHING.. 47
OTHER CRAFTING ACTIVITIES .51
TRAINING PART 3:
ADVENTURING ACROSS SKYRIM . ., ....... . . , ....55
THE HOLDS OF SKYRIM ......... .55
DUNGEON EXPLORATION 56
OTHER SITES OF INTEREST 58
SHADOWMARKS 60
BOOKS. .. ., ............. 60
IMPROVING YOUR STANDING IN SKY RIM 6 1
FOLLOWERS .. .................... 62
SERVICES, COLLECTIBLES, AND ITEMS OF INTEREST 67
THE INVENTORY 70
SPELLS, WEAPONS, ARMOR AND ITEMS ... ... 70
WEAPONS, ARMOR, AND ITEMS 74
CRAFTING: ALCHEMY .81
CRAFTING: ENCHANTMENTS 1 86
OTHER ITEMS.. 91
THE BESTIARY OF SKYRIM 101
BESTIARY ADVICE 101
QUESTS 117
MAIN GUEST 1 1 7
OVERVIEW 117
AVAILABLE QUESTS 117
MAIN QUEST: ACT ! 117
UNBOUND...... 117
BEFORE THE STORM 120
BLEAK FALLS BARROW 122
DRAGON RISING 124
THE WAY OF THE VOICE 125
THE HORN OF JURGEN WINDCALLER 128
A BLADE IN THE DARK 130
MAIN QUEST: ACT II ...131
DIPLOMATIC IMMUNITY 131
A CORNERED RAT 1 35
ALDUIN'SWALL. ...... 138
THE THROAT OF THE WORLD 139
ELDER KNOWLEDGE 141
ALDUIN'S BANE . 144
MAIN QUEST: ACT III .145
THE FALLEN 145
PAARTHURNAX 147
SEASON UNENDING 148
THE WORLD-EATER'S EYRIE 150
SOVNGARDE ...152
DRAGONSLAYER 153
EPILOGUE. 154
THE COMPANIONS GUESTS 1 55
OVERVIEW 155
TAKEUPARMS 157
PROVING HONOR ,. ... ... .158
THE SILVER HAND .. 159
BLOOD'S HONOR 161
PURITY OF REVENGE 162
GLORY OF THE DEAD, 162
THE COMPANIONS RADIANT QUESTS . 164
INITIAL WAVE: ANIMAL EXTERMINATION (I) . . 164
INITIAL WAVE: ANIMAL EXTERMINATION (II) , 1 65
INITIAL WAVE: HIRED MUSCLE ..... .165
INITIAL WAVE: TROUBLE IN SKYRIM 165
INITIAL WAVE: FAMILY HEIRLOOM 166
INITIAL WAVE: ESCAPED CRIMINAL 166
INITIAL WAVE: RESCUE MISSION 166
SECOND WAVE: STRIKING THE HEART 167
SECOND WAVE: STEALING PLANS 167
SECOND WAVE: RETRIEVAL 168
FINAL WAVE: TOTEMS OF HIRCINE 168
FINAL WAVE: PURITY .. 168
FINAL WAVE: DRAGON SEEKERS 169
THE COLLEGE OF WINTERHOLD GUESTS 170
OVERVIEW .. 170
FIRST LESSONS 173
UNDER SAARTHAL 174
HITTING THE BOOKS 176
GOOD INTENTIONS 1 78
REVEALING THE UNSEEN 1 79
CONTAINMENT 181
THE STAFF OF MAGNUS . . . 182
THE EYE OF MAGNUS 184
THE COLLEGE RADIANT QUESTS. . .185
REJOINING THE COLLEGE ... 185
TOLFDIR'S ALEMBIC ... 185
OUT OF BALANCE .186
AN ENCHANTED JOURNEY 186
RESTOCKING SOUL GEMS. ... .,,. ,,186
VALUABLE BOOK PROCUREMENT 187
SHALIDOR'S INSIGHTS ... 187
THE ATRONACH FORGE 188
FORGOTTEN NAMES . 1 89
. AFTERSHOCK ..... .. . .. 189
' ROGUE WIZARD 189
ARNIEL'S ENDEAVORS 190
APPRENTICE RADIANT QUESTS 192
BRELYNA'S PRACTICE 192
J'ZARGO'S EXPERIMENT... 192
ONMUND'S REQUEST .192
RITUAL SPELL RADIANT QUESTS 193
DESTRUCTION RITUAL SPELL 193
ILLUSION RITUAL SPELL 193
CONJURATION RITUALSPELL. 194
RESTORATION RITUAL SPELL 195
ALTERATION RITUAL SPELL 195
THIEVES GUILD GUESTS ... ....196
OVERVIEW. . 196
AN INFLUX OF IMMIGRANTS 200
TRAINING ,200
OTHER ADVANTAGES .. .200
AVAILABLE QUESTS .201
A CHANCE ARRANGEMENT.. 201
TAKING CARE OF BUSINESS 202
LOUD AND CLEAR. 204
DAMPENED SPIRITS 206
SCOUNDREL'S FOLLY,. 208
SPEAKING WITH SILENCE 210
HARD ANSWERS 211
THE PURSUIT 214
TRINITY RESTORED. .216
BLINDSIGHTED 217
DARKNESS RETURNS 218
THIEVES GUILD RADIANT QUESTS 220
NO STONE UNTURNED 220
REPARATIONS 222
SHADOWMARKS 222
MOON SUGAR RUSH .... ... , 223
ARMOR EXCHANGE 223
LARCENYTARGETS 223
AN OVERVIEW 224
DELVIN'S ADDITIONAL JOBS 224
ADDITIONAL JOBS . ..224
VEX'S ADDITIONAL JOBS . 225
CITY INFLUENCE QUESTS ....225
GROWING THE GUILD AND GAINING INFLUENCE 225
SILVER LINING 226
THE DAINTY SLOAD 227
IMITATION AMNESTY 228
SUMMERSET SHADOWS 229
CITY INFLUENCE QUESTS: ULTIMATE REWARDS .. .. .230
LEADERSHIP QUEST: UNDER NEW MANAGEMENT 231
THE DARK BROTHERHOOD QUESTS ......... .232
OVERVIEW 232
ASSASSINATIONS: A TACTICAL OVERVIEW . .233
TRAINING 233
AVAILABLE QUESTS AND TASKS 233
DELAYED BURIAL .234
INNOCENCE LOST 235
WITH FRIENDS LIKE THESE... 236
SANCTUARY 237
SENTENCED TO DEATH 238
WHISPERS IN THE DARK 239
THESILENCEHAS BEEN BROKEN .240
BOUND UNTIL DEATH 241
BREACHING SECURITY... .243
THE CURE FOR MADNESS... ..... 244
RECIPE FOR DISASTER .246
TO KILL AN EMPIRE .247
DEATH INCARNATE .. 248
HAILSITHIS! ... 250
DARK BROTHERHOOD QUEST: SIDE CONTRACTS. . .252
SIDE CONTRACTS: PARTI 252
SIDE CONTRACTS: PART 2 253
SIDE CONTRACTS: PART 3.. ... . ,253
SIDE CONTRACTS: PART 4 254
SIDE CONTRACTS: PART 5. ,254
SIDE CONTRACTS: PART 6.. 255
DESTROY THE DARK BROTHERHOOD! 255
WHEREY OU HANG YOUR ENEMY'S HEAD... ................... .256
DARK BROTHER RADIANT GUESTS,.... 257
HONOR THY FAMILY ..... ........... .. .........257
THE FEEBLE FORTUNE 257
WELCOME TO THE BROTHERHOOD 259
CICERO'S RETURN ,259
THE DARK BROTHERHOOD FOREVER! 259
THE TORTURER'S TREASURE: PARTS I, II, III, IV .260
CIVIL WAR GUESTS. ....261
GENERAL OVERVIEW . 261
OVERVIEW: IMPERIAL LEGION, 262
OVERVIEW: STORMCLOAK REBELLION 263
CIVIL WAR QUESTS: IMPERIAL . ..264
JOINING THE LEGION 264
SIEGES: A TACTICAL OVERVIEW 264
THE JAGGED CROWN .266
MESSAGE TO WHITERUN .267
DEFENSE OF WHITERUN 268
REUNIFICATION OF SKYRIM - A FALSE FRONT 270
REUNIFICATION OF SKY RIM (CONTINUED) -
THE BATTLE FOR FORT DUNSTAD 271
REUNIFICATION OF SKY RIM (CONTINUED) -
COMPELLING TRIBUTE 272
REUNIFICATION OF SKYRIM (CONTINUED) —
THE BATTLE FOR FORT GREENWALL 274
REUNIFICATION OF SKY RIM (CONTINUED) —
RESCUE FROM FORT KASTAV. 275
REUNIFICATION OF SKY RIM (CONTINUED) -
THE BATTLE FOR FORT AMOL 276
2
The ff.de'Scrcil* V
Sl<Y RTM
CONTENTS
*£/
REUNIFICATION OF SKY RIM (CONCLUSION) -
BATTLE FOR WINDHELM
277
CIVIL WAR QUESTS: 5TGRMCL0AK_
......279
JOINING THE STORMCLOAKS
........ .279
THE JAGGED CROWN
,280
MESSAGE TO WHITERUN
281
BATTLE FOR WHITERUN
282
LIBERATION OF SKYRIM-
RESCUE FROM FORT NEUGRAD
284
LIBERATION OF SKYRIM (CONTINUED)-
COMPELLINGTRIBUTE
286
LIBERATION OF SKYRIM (CONTINUED)-
THE BATTLE FOR FORT SUNGARD
287
LIBERATION OF SKYRIM (CONTINUED) -
A FALSE FRONT ,
288
LIBERATION OFSKYRIM (CONTINUED) -
THE BATTLE FOR FORT SNOWHAWK
290
LIBERATION OF SKYRIM (CONTINUED)-
THE BATTLE FOR FORTHRAGGSTAD
291
LIBERATION OF SKYRIM (CONCLUDES)-
BATTLE FOR SOLITUDE
, 291
EDRiC QUESTS
293
OVERVIEW
293
THEBLACKSTAR
294
BOETHIAH'S CALLING
296
A DAEDRA'S BEST FRIEND
297
DISCERNING THE TRANSMUNDANE
299
ILL MET BY MOONLIGHT
301
THE CURSED TRIBE
303
PIECES OF THE PAST
305
THE WHISPERING DOOR
308
THE BREAK OF DAWN
309
THE HOUSE OF HORRORS
310
THE TASTE OF DEATH
.312
THE ONLY CURE
....... 314
A NIGHT TO REMEMBER
316
THE MIND OF MADNESS
318
WAKING NIGHTMARE
319
HER FACTIONS QUESTS
,322
OVERVIEW
322
AVAILABLE QUESTS
.322
OVERVIEW
322
THE 6REYBEARIS QUESTS
322
WORD WALL REVELATIONS
323
MEDITATIONS ON WORDS OF POWER
323
THE’BLADES QUESTS. ........... .
323
OVERVIEW
323
REBUILDING THE BLADES
3^4
DRAGONSLAYER'S BLESSING
324
DRAGON RESEARCH
324
DRAGON HUNTING
.325
THE BARDS COLLEGE QUESTS .
.... 325
THE BARDS COLLEGE
325
TENDING THE FLAMES
,......,,..326
FINN'S LUTE
.328
PANTEA'S FLUTE
328
RJORN'S DRUM
..329
TEMPLE QUESTS
. .......330
OVERVIEW. ...
...330
THE SHRINES OF SKYRIM
...331
AVAILABLE QUESTS
331
THE HEART OF DIBELLA ..........
331
THE BOOK OF LOVE..
,333
THE BLESSINGS OF NATURE
.,335
SIDE QUESTS.
. ...,...,336
THE BONDS OF MATRIMONY
336
3E QUESTS
339
OVERVIEW
...... 339
BLOOD ON THE ICE
339
FORBIDDEN LEGEND
342
THE FORSWORN CONSPIRACY
346
NO ONE ESCAPES CIDHNA MINE
348
THE GOLDEN CLAW
. 350
IN MYTIMEOFNEED
. ...,352
KYNE'S SACRED TRIALS
....... ..354
LAID TO REST
........ 355
LIGHTS OUT!
357
THE MAN WHO CRIED WOLF 359
THE WOLF QUEEN AWAKENED 360
MISSING IN ACTION 361
PROMISES TO KEEP 363
A RETURN TO YOUR ROOTS 364
RISE IN THE EAST ,. 365
RISING AT DAWN 367
UNFATHOMABLE DEPTHS 368
THE WHITE PHIAL 369
REPAIRINGTHE PHIAL 370
CAPTURED CRITTERS 371
THE FORGEMASTER'S FINGERS 372
THE GREAT SKYRIM TREASURE HUNT 373
MASKS OF THE DRAGON PRIESTS 375
DUNGEON QUESTS AND OTHER ACTIVITIES 377
OVERVIEW . 377
ANGARVUNDE: MEDRESI DRAN AND THE WANDERING DEAD 377
ANSILVUND: A LOVE BEYOND DEATH 378
ANGI'S CAMP: COMPOSURE, SPEED, AND PRECISION 378
BARD'S LEAP SUMMIT: LEAP BEFORE YOU LOOK 379
BLIND CLIFF CAVE: MELKA AND PETRA 379
DARKLIGHT TOWER: REPENTANCE 379
FORELHOST: SIEGE ON THE DRAGON CULT 380
FROSTFLOW LIGHTHOUSE: WHAT LIES BENEATH 38 1
FROSTMERE CRYPT: THE PALE LADY 381
HIGH GATE RUINS: A SCROLL FOR ANSKA 382
HILLGRUND'S TOMB: ANCESTRAL WORSHIP 383
MISTWATCH: FORGEHING ABOUT FJOLA 383
MOSS MOTHER CAVERN: HUNTER AND HUNTED 384
NCHUAND-ZEL: THE LOST EXPEDITION 384
NILHEIM: THE NILHEIM SCAM 385
RAGNVALD: OTAR'S MAD GUARDIANS 385
REBEL'S CAIRN: THE LEGEND OF RED EAGLE 386
SHROUD HEARTH BARROW: WILHELM'S SPECTER 386
SLEEPING TREE CAMP: THE SECRET AT THE SLEEPING TREE 387
SOUTHFRINGESANCTUM: THE SAVIOR OFSELVENI NETHRI 387
TREVA'SWATCH: INFILTRATION 388
VALTHUME: EVIL IN WAITING 388
VOLUNRUUD: SILENCED TONGUES .... .389
YNGOL BARROW: ASHORE IN A SEA OF GHOSTS 389
DUNGEON ACTIVITIES, 390
MISCELLANEOUS OBJECTIVES 392
MISCELLANEOUS OBJECTIVES: INNKEEPERS 392
MISCELLANEOUS OBJECTIVES: HAAFINGAR HOLD 392
MISCELLANEOUS OBJECTIVES: HJAALMARCH HOLD 393
MISCELLANEOUS OBJECTIVES: THE PALE 393
MISCELLANEOUS OBJECTIVES: WINTERHOLD 393
MISCELLANEOUS OBJECTIVES: THE REACH 394
MISCELLANEOUS OBJECTIVES: WHITERUN HOLD 395
MISCELLANEOUS OBJECTIVES: EASTMARCH HOLD 396
MISCELLANEOUS OBJECTIVES: FALKREATH HOLD 396
MISCELLANEOUS OBJECTIVES: THE RIFT. 397
FAVORS.. . 399
PART 1: ACTIVITY FAVORS 399
PART 2: FAVORS FOR CITIZENS 401
CRAFTING TUTORIALS 403
PART 3: THANE TASKS • 404
WORLD iNTERACTSONS AND ENCOUNTERS 406
WORLD INTERACTIONS 406
WORLD ENCOUNTERS 409
THE ATLAS OF SKYRIM 414
AN OVERVIEW OF THE NORTHERN LANDS OFTAMRIEL 414
HOLD 1: HAAFINGAR ..... . 415
TOPOGRAPHICAL OVERVIEW 415
AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES ,415
PRIMARY LOCATIONS 417
SECONDARY LOCATIONS 417
HOLD CAPITAL: SOLITUDE 417
PRIMARY LOCATIONS 423
SECONDARY LOCATIONS. 434
HOLD 2: HJAALMARCH 436
TOPOGRAPHICAL OVERVIEW 436
AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 436
PRIMARY LOCATIONS 438
SECONDARY LOCATIONS. 438
HOLD CAPITAL: MORTHAL 438
PRIMARY LOCATIONS .440
SECONDARY LOCATIONS 452
HOLD 3: THE PALE 454
TOPOGRAPHICAL OVERVIEW 454
AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 454
PRIMARY LOCATIONS 456
SECONDARY LOCATIONS 456
HOLD CAPITAL: DAWNSTAR 456
PRIMARY LOCATIONS 458
SECONDARY LOCATIONS. 473
HOLD 4 : WINTERHOLD HOLD 475
TOPOGRAPHICAL OVERVIEW 475
AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 475
PRIMARY LOCATIONS 477
SECONDARY LOCATIONS 477
HOLD CAPITAL: WINTERHOLD 477
COLLEGE OF WINTERHOLD 479
PRIMARY LOCATIONS 481
SECONDARY LOCATIONS 495
HOLD 5: THE REACH .....498
TOPOGRAPHICAL OVERVIEW 498
AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 498
PRIMARY LOCATIONS 500
SECONDARY LOCATIONS .. .500
HOLD CAPITAL: MARKARTH 500
PRIMARY LOCATIONS 508
SECONDARY LOCATIONS 523
HOLD 6: WHITERUN HOLD .526
TOPOGRAPHICAL OVERVIEW 526
AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 526
PRIMARY LOCATIONS 528
SECONDARY LOCATIONS 528
HOLD CAPITAL: WHITERUN 528
PRIMARY LOCATIONS 533
SECONDARY LOCATIONS 544
HOLD 7: EASTMARCH 547
TOPOGRAPHICAL OVERVIEW 547
AVAILABLESERVICES, CRAFTING, AND COLLECTIBLES . 547
PRIMARY LOCATIONS. .. 549
SECONDARY LOCATIONS 549
HOLD CAPITAL: WINDHELM 549
PRIMARY LOCATIONS 554
SECONDARY LOCATIONS. . 568
HOLD 8: FALKREATH HOLD ....571
TOPOGRAPHICAL OVERVIEW, 571
AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 571
PRIMARY LOCATIONS 573
SECONDARY LOCATIONS., ...573
HOLD CAPITAL: FALKREATH 573
PRIMARY LOCATIONS .575
SECONDARY LOCATIONS 590
HOLD 9: THE RIFT. . .......594
TOPOGRAPHICAL OVERVIEW 594
AVAILABLESERVICES, CRAFTING, AND COLLECTIBLES 594
PRIMARY LOCATIONS 596
SECONDARY LOCATIONS. ............... ..... ...596
HOLD CAPITAL: RIFTEN. 596
PRIMARY LOCATIONS 604
SECONDARY LOCATIONS 624
BLACKREACH AND OTHER REALMS 627
OVERVIEW 627
AVAILABLESERVICES, CRAFTING, AND COLLECTIBLES 627
PRIMARY LOCATIONS. 628
APPENDICES 632
APPENDIX I: ACHIEVEMENTS AND TROPHIES . .632
APPENDIX II: TRADERS. 634
APPENDIX III: SHRINES 636
APPENDIX IV: UNIQUE WEAPONS 637
APPENDIX V: UNIQUE ARMOR AND ITEMS 638
APPENDIX VI: SKILL BOOKS 641
APPENDIX VII: OTHER REFERENCES 644
THE LANGUAGE OF DRAGONS.. .645
THE DRAGON ALPHABET 645
INDEX 648
TRANING
CONTENTS i Tx
THE INVENTORY THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX
TRAINING
<% SONG OF THE DRAGONBORN &>
(Chorus)
Dovahkiin, Dovahkiin, naal ok zin los vahriin,
Wah dein vokul mahfaeraak ohst vool!
Ahrk fin norok pool groon fod oust hon zindro zoon,
Dovohkiin, foh hin kogoon mu drool!
(Chorus)
Dragonborn, Dragonborn, by his honor is sworn,
To keep evil forever at bay!
And the fiercest foes rout when they hear triumph's shout,
Dragonborn, for your blessing we pray!
Huzroh nu, kul do od, wah aon hok lingroh vod,
Ahrk fin tey, boziik fun, do fin gein!
Wo lost fron woh ney dov, ahrk fin reyliik do jul,
l loth aan suleyk woh ronit faal krein!
Hearken now, sons of snow, to an age, long ago,
And the tale, boldly told, of the one!
Who was kin to both wyrm, and the races of man,
With a power to rival the sun!
Ahrk fin zu[ rok drey kod, nou to! morokei frod,
Rul lot Joozokaan motaad voth kein!
Sohrot Thu'um, med oan tuz, veyzeim hokoron pah,
01 fin Dovahkiin komeyt ok rein!
And the voice, he did wield, on that glorious field,
When greatTamriel shuddered with war!
Mighty Thu'um, like a blade, cut through enemies all,
As the Dragonborn issued his roar!
(Chorus)
Dovahkiin, Dovahkiin, nool ok zin los vohriin,
Wah dein vokul mahfaeraak ahst vaal!
Ahrk fin norok paal groan fod nust hon zindro zoon,
Dovahkiin, fah hin kogaan mu draal!
(Chorus)
Dragonborn, Dragonborn, by his honor is sworn,
To keep evil forever at bay!
And the fiercest foes rout when they hear triumph's shout
Dragonborn, for your blessing we pray!
Ahrk fin Kel lost prodah, do ved viing ko fin krah,
Jol fod zeymah win kein meyz f undein!
Alduin, feyn do jun, kruziik vokun staadnau,
Voth aan bahlok wah diivon fin lein!
And the Scrolls have foretold, of black wings in tl
That when brothers wage war come unfurled!
Alduin, Bane of Kings, ancient shadow unbound,
With a hunger to swallow the world!
Nuz aon sul, fent alok, fod fin vul dovah nok.
Fen kos nohlot mahfaeraak ahrk ruz!
Paaz Keizool fen kos stin nol bein Alduin jot,
Dovohkiin kos fin soviik do muz !
But a day, shall arise, when the dark dragon's lies,
Will be silenced forever and then!
Fair Skyrim will be free from foul Alduin's mow,
Dragonborn be the savior of men!
(Chorus)
Dovahkiin, Dovahkiin, naal ok zin los vahriin,
Wah dein vokul mahfaeraak ahst vaal!
Ahrk fin norok paal groan fodnust vok zin dro zaan,
Dovahkiin, fah hin kogaan mu draal!
(Chorus)
Dragonborn, Dragonborn, by his honor is sworn.
To keep evil forever at bay!
And the fiercest foes rout when they hear triumph's shoot,
Dragonborn, for your blessing we pray!
V
The 0jider -Scrolls V
sky rT m
4
TRAINIMG: SONG OF THE DRAGONBORN
TRAINING PART 1: CHARACTER CREATION §>
gjjfel WELCOME TO SKYRIM
The Character Creation section of the Training Chapter has been designed to give you tactical advice in the same order as you make decisions while adventuring across the wilds of Skyrim. To begin
with, we reveal the benefits of choosing a particular Race. Then all 1 8 of the Skills - and the Perks associated with each of them - are thoroughly explored, so you know what each Skill does, how
you increase it, and what Perks to select based on your playing style. Finally, we present a host of Character Archetypes; exceptional explorers tailored to a specific role; renowned heroes that use
the very best combinations of Skills and equipment to suit a particular play-style.
Please readthrough the instruction Manual thatyou received with your game, and familiarize yourself with the tenets of this adventure.
This training pre-supposes you h*ve already read and digested this information.
SELECTING A RACE
PART I: THE RACES OF SKYRIM
As you begin your adventure across Skyrim, the historic Elder Scrolls mantra - "you are what
you play" - still rings true: Although statistically, an Ore Wizard or a High Elven Thief may not
be the optimal character choices based on starting Skill bonuses and racial powers, this doesn't
matter in the long run: Choose the race that most appeals to you, and don't worry about
statistics and abilities.
You can overcome low starting Skill values just by using the Skills you wish to become
more proficient in; such minor deficiencies are easily overcome. No Races have any intrinsic
shortfalls that will prevent you from becoming the type of hero you want to be.
However, there are certain advantages to picking a particular race. For those adventurers
that wish to maximize every single advantage, it is useful to know which Favored Skills each
race begins with bonuses to, and understanding the unique Racial Powers they possess that can
aid you when choosing a particular style of play.
In short, this section reveals which Races are best suited to a particular style of
adventuring, whether favoring melee weapons, magic, stealth, or some combination of these
styles.
[ 3 > Racial Skill Advantages
The following table shows the starting Skill statistics for each Race. The higher the number (over the base level of 1 5), the better.
Values of 20 indicate this is a Favored Skill of the race. Values of 25 indicate this is a Primary Skill of the race.
LU
W
SMITHING
HEAVY ARMOR
BLOCK
TWO-HANDED
ONE-HANDED
ARCHERY
LIGHT ARMOR
SNEAK
LOCKPICKING
PICKPOCKET
SPEECH
ALCHEMY
ILLUSION
CONJURATION
o
g
etc
UO
l_U
Q
RESTORATION
ALTERATION
ENCHANTING
Argoninn
15
15
15
15
15
15
20
20
25
20
15
15
15
15
15
20
20
15
Breton
15
15
15
15 15
15
15
15
15
15
m
20
20
25
15
20
20
15
Dark Elf
15
15
15
15
15
15
20
20
15
15
15
20
20
15
25
15
20
15
High Elf
15
15
15
15
Is
15
15
15
15
15
15
15
25
20
[20
120
20 !
ran
Imperial
15
20
20
15 20
15
15
15
15
15
15
15
15
15
20
25
15
20
Khajiit
15
15
15
15
20
20
15
25
20 I
20
15
20
15
15
15
15
15
15
Word
20
15
20
25 20
15
20
15
15
15
20
15
15
15
15
15
15
15
Ore
20
25
20
20 20
15
15
15
is
is
15 15
15
15
15
15
15
20
Redguard
20
15
20
15 25
20
15
15
15
15
15
15
15
15
‘20
15
20
15
Wood Elf
15
15
15
15 15
25
20
20
i 20 1
20 |
15
'20
15
15
15
15
15
15
<3r NOT! For example, if you
were ta choose a Khajiit
character, you'd receive o +5 bonus to
your One-Handed, Archery, Lackpicking,
Pickpocket, and Alchemy; ond a +10 to
your Sneak Skill.
Holes an Gender: There are no
differences between the males and
females of a particular race; they share
exactly t be same set of starling skill
values, spells, powers, and abilities. In
short, you are free to create the character
that masl appeals to you without penalty.
<g j WELC OME TO SKYRIM PART I: THE RACES OF SKY RIM
THE BESTIARY QUESTS
# TRAN1NG
THE INVENTORY
AM OF SKYRIM
APPENDICES AND INDEX
^0 PART II: RACIAL ADVANTAGES
J3> Starting Spells, Racial Powers, and Abilities
In addition to a slight boost
to the base value of certain
Skills, each Race has its own
set of starting Spells; Racial
Powers that offer a unique
bonus such as the ability to
regenerate or absorb Magicka;
and innate Racial Abilities, such
a resistance to Frost damage.
A tactical overview of each
Race follows.
^ NOTE Racial Commentary: The Race you choose will have an effect on the greetings and passing comments the citizens of Skynm
make when you speak lo them, m pass by them.
Races and Gameplay: Very rarely, your race moy also a small effetl an gomeplay. for example:
When infiltrating the Thalmor Embassy dressed in the robes of that High Elf faction, High Elves (and, to a lesser extent, other Ekes) will
find it easier to sneak around undetected than members of the other rotes.
Ores are welcome in Skyrim's Ore Strongholds, while members of other rotes must first prove themselves worthy.
The tone and color of some dialogue choices moy change depending on your race ond ihe situation.
If your Rote has a noticeable effect on an interaction, that will be noted when relevant. Rut this isn't something to he concerned about: nothing is
dosed to you because of your race; indeed, you may be surprised by a positive benefit when you least expect It!
j$> Argonians
Favored Skills: +10 Lockpicking, +5 Pickpocket, Sneak, Light Armor,
Alteration, Restoration
Starting Spells: Flames, Healing
Racial Power: Histskin: You regenerate health 1 Ox foster for 60
seconds
Racial Abilities: 50% Disease Resistance, Underwater Breathing
Ideal Play Style: Thief (Defensive)
Little is known, and less is understood, about the reptilian denizens of Black Marsh. Years of defending their borders hove made the Argonians experts in guerilla warfare, and their natural
abilities make them equally at home in water and on land. They are well suited for the treacherous swamps of their homeland, and have developed natural immunity to the diseases that
have doomed many would-be explorers into the region.
TIP Histskin is a fantastic ability for any character, capable of quickly bringing you back from the brink of death. Even better, as a Power, it allows you to
keep attacking while it does its work— no concentration required.
Resist Disease reduces the chance that you'll contract a disease from an animal or trap; it doesn't affect the severity of any diseases you might already have.
Diseases are rarely a significant threat in Skyrim, although they can be debilitating if you let them pile up. Visit a shrine periodically, and you shouldn't have any
trouble.
Underwater Breathing means you'll never have to worry about drowning damage. Diving is rarely required, but this ability may allow you to claim the
occasional sunken treasure or explore shipwrecks more easily.
L$> Breton
Favored Skills: +10 Conjuration, +5 Illusion, Restoration, Speech,
Alchemy, Alteration
Starting Spells: Flames, Healing, Conjure Familiar
Racial Power: Dragonskin: You absorb 50% of the Mogicka from
incoming spells for 60 seconds
Racial Abilities: 25% Magic Resistance
Ideal Play Style: Mage (Defensive)
A Male Breton A Female Breton
Bretons feel an inborn, instinctive bond with the mercurial forces of
magic and the supernatural. Many great sorcerers have come from
the home province of High Rock, and in addition to their quick and
perceptive grasp of spellcraft, enchantment, and alchemy, even the
humblest of Bretons con boost a resistance to spells.
TIP Bretons are fantastic at taking on other mages; both Dragonskin and Magic Resistance
support this theme, and are strong abilities even in the late game.
Magic Resistance significantly increases your survivability against enemy casters, while
Dragonskin is great at keeping your Magicka up, helping you maintain the Ward spells that are your
first line of defense.
Tire £f:de.- SercUs V
s1<TrTm
i
TRAINING PART !: CHARACTER CREATION
B> Dark Elf
Favored Skills: +10 Destruction, +5 Alteration, Illusion, Sneak, Light
Armor, Alchemy
Starting Spells: Flames, Sparks, Healing
Racial Power: Ancestor's Wrath: Creates a Flame Cloak that does 1 0
damage to nearby foes for 60 seconds.
Racial Abilities: 50% Fire Resistance
Ideal Play Style: Nightblade (Mage/Thief)
In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dunmer combine powerful intellect
with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and
war wizards.
TIP Ancestor's Wrath is a weaker version of the Adept-level Destruction spell Flame Cloak. While good at early levels— where you're
likely to be in melee a lot™ it's less valuable once you can cast the spell on your own. It's also less useful if you plan to play a
ranged character, such as an archer or pure mage.
Fire Resistance is helpful against Flame Atronachs, fire-wielding casters, and fire-breathing dragons. No one enemy type uses fire spells, so
it's hard to predict when exactly this ability will come into play —it's not really something you can use strategically.
B> High Elf
Favored Skills: +1 0 Illusion, +5 Alteration, Conjuration, Destruction,
Restoration, Enchanting
Starting Spells: Flames, Fury, Healing
Racial Power: Highborn: For 60 seconds, you regenerate 25% of your
maximum Magicka each second
Racial Abilities: Highborn Magicka (+50 Magicka)
Ideal Play Style: Mage (Offensive)
A Male High Elf
A Female High Elf
The High Elves, or Altmer, are the proud, tall, golden-skinned peoples of
Summerset Isle. The common tongue of the Empire, Tamrielic, is based on their
speech and writing, and most of the Empire's arts, crafts, and sciences are derived
from High Elven traditions. High Elves are the driving force behind the rising
Aldmeri Dominion, and their agents, the Thalmor, are bitterly resented by the
Nords of Skyrim.
■
<M TIP Highborn will rapidly refill your Magicka, allowing you to
continue casting when you need it most. Extremely strong at any
level, this Power is a mage's lifeline.
Highborn Magicka is like getting five free levels. It's a powerful head
start for any mage™you may never need to fall back on your melee skills.
4 ?]
£> Imperial
Favored Skills: +10 Restoration, +5 Destruction, Enchanting,
One-Handed, Block, Heavy Armor
Starting Spells: Flames, Healing
Racial Power: Voice of the Emperor: Calms nearby people for 60
seconds
Racial Abilities: Imperial Luck (Adds a small amount of gold to most
containers)
Ideal Play Style: Battlemage (Mage/Warrior)
A Male Imperial A Female Imperial
Natives of the civilized, cosmopolitan province of Cyrodiil, Imperials are
well-educated and well-spoken. Though physically less imposing than the
other races, Imperials have proven to be shrewd diplomats and traders, and
these traits, along with their remarkable skill and training as light infantry,
have allowed them to rule an empire spanning the continent for centuries.
TIP Voice of the Emperor is a weaker version of the Expert-level Illusion spell Pacify,
with the effect centered on your position. This can be powerful if you're surrounded
by a mob of enemies, but it's less useful against smaller groups or ranged foes.
Imperial Luck adds a few extra coins to most of the chests you find. While this bonus is small
(10 or less), it adds up over time. But there are plenty of other ways to make money in Skyrim.
4
PART II: RAQAL ADVANTAGES
TRANING
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
B> Khajiit
Favored Skills: +10 Sneak, +5 Lockpicking, Pickpocket, Alchemy,
One-Handed, Archery
Starting Spells: Flames, Healing
Racial Power: Night Eye: Improved night vision for 60 seconds
Racial Abilities: Claws (4x Unarmed Damage)
Ideal Play Style: Thief (Offensive)
A Male Khajiit A Female Khajiit
Khajiit hail from the province of Elsweyr, and can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed, the suthay-raht,
is intelligent, quick, and agile. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and deft hands.
TIP Night Eye gives you night vision, allowing you to see clearly in dark environments without the need for a light source that might expose your presence.
Occasionally useful — but there's usually enough light in dungeons that you can get by without it. Unlike most powers, Night Eye can be used multiple
times a day without restriction.
Claws give you an overwhelming advantage in unarmed combat and brawls. Coupled with the Heavy Armor perk Fists of Steel or appropriate gear, this ability
can help unarmed combat remain viable for longer than you might expect. But remember that unarmed combat isn't a skill, doesn't give you skill uses, and won't
help you level up. Most of the time, it only comes into play in the occasional brawl. But if you're a dedicated role-player who really wants to box your way through
Skyrim, well, this is the ability for you.
Nord
Favored Skills: +10 Two-Handed, +5 One-Handed, Block, Smithing,
Speech, Light Armor
Starting Spells: Flames, Healing
Racial Power: Battle Cry: All nearby foes flee for 30 seconds
Racial Abilities: 50% Frost Resistance
Ideal Play Style: Warrior (Offensive)
A Male Nord
A Female Nord
The natives of Skyrim are a tall and fair-haired people,
aggressive and fearless in war, industrious and enterprising in
trade and exploration. Strong, willful, and hardy, Nords are
famous for their resistance to cold, even magical frost. Violence
is an accepted and time-honored part of Nordic culture; Nords
face battle with an ecstatic ferocity that shocks and appalls
their enemies. 1 ^
) TIP Battle Cry is a weaker version of the Master-level Illusion spell Hysteria. Good against a
swarm of weak foes, it buys you a few seconds to recover, reposition, or run before the fight
resumes. Useful in the right situation, though it rarely helps you win a fight outright.
Frost Resistance is good against Frost Atronachs, frost-wielding wizards, and frost dragons. But it's at
its best in Skyrim 's many tombs and crypts, where the undead Draugr wield frost spells almost exclusively.
Ore
Favored Skills: +1 0 Heavy Armor, +5 Smithing, One-Handed,
Two-Handed, Block, Enchanting
Starting Spells: Flames, Healing
Racial Power: Berserk: For 60 seconds, you take half damage, and
inflict double damage in melee combat.
Racial Abilities: None
Ideal Play Style: Warrior (Defensive)
These sophisticated barbarians of the Wrothgarian and Dragontail Mountains are noted
for their unshakeable courage in war and their unflinching endurance of hardships. In the
past, Ores have been widely feared and hated by the other nations and races of Tamriel,
but they have slowly won acceptance in the Empire. Orcish armorers are prized for their
craftsmanship, and Ore warriors in heavy armor are among the finest front-line troops in
the Empire.
TIP Berserk is the Ores' only racial ability, but it's worth it— for a
minute's time, you become an unstoppable force of destruction.
Great in any combat situation, from fending off a swarm of smaller enemies to
taking on a powerful dragon, it's strong at any level.
e
Tre 0:dei'ScroUs V
sI+yrIm
TRAINING PART CHARACTER CREATION
B> Redguard
Favored Skills: +10 One-Handed, +5 Archery, Block, Smithing,
Destruction, Alteration
Starting Spells: Flames, Healing
Racial Power: Adrenaline Rush: You regenerate Stamina 1 Ox faster for
60 seconds
Racial Abilities: 50% Poison Resistance
Ideal Play Style: Spellsword (Warrior/Mage), Dual-Wielding
A Male Redguard A Female Redguard
The most naturally talented warriors in Tamriel, the dark-skinned,
wiry-haired Redguards of Hammerfell seem born to battle, though their
pride and fierce independence of spirit makes them more suitable as
scouts, skirmishers, or free-ranging heroes and adventurers than as
rank-and-file soldiers. Redguards are uniquely versatile combatants,
capable of switching between bow, sword, spell, or shield at will and
adapting their tactics to the battle at hand.
ISP Adrenaline Rush is the Stamina version of Histskin or Highborn. Although less broadly
useful than Health or Magicka regen, it will allow you to keep up your power attacks in
a protracted bittle— or sprint away if the need arises.
Poison Resistance is helpful against the few enemies that use poison “-Forsworn, Falmer,
Chaurus, and Spiders— and the rare poison gas trap. Hot as broadly useful as most other abilities.
/Z\
Wood Elf
Favored Skills: +1 0 Archery, +5 Sneak, Lockpicking, Pickpocket, Light
Armor, Alchemy
Starting Spells: Flames, Healing
Racial Power: Command Animal: Target animal becomes your ally for
60 seconds.
Racial Abilities: 50% Disease and Poison Resistance
Ideal Play Style: Thief (Archer)
A Male Wood Elf A Female Wood Elf
The clanfolk of the Western Valenwood forests. In the
Empire, they are called "Wood Elves," but call themselves
the Bosmer, or the 'Tree-Sap' people. Wood Elves are
nimble and quick in body and wit. Their curious natures
and natural agility make them good scouts, agents, and
thieves, and there are no finer archers in all of Tamriel.
IIP Command Animal is a powerful, single-target version of the Animal Allegiance Shout. Its main
restriction is that, well, it only works on animals. Good outdoors, or in animal dens and caves, but not
in most dungeons.
Poison and Disease Resistance is a combined version of the Argonian's Disease Resistance and Redguard's
Poison Resistance abilities. Like them, it can be useful in some situations, but it just isn't a factor most of the time.
SKILLS AND PERKS
This section is arguably the most important in terms of character development. It details every Skill and Perk in the game, and offers advice on what Perks to take based on your play style.
Remember: You are what you play. You can develop any Skill you want, at any time; don't ever feel 'locked in' to a specific path just because you've focused on it in the past.
SKILLS OVERVIEW
Skill Effects
There are 1 8 Skills in Skyrim, divided into three major sets: Combat, Magic, and
Stealth. As each Skill increases, its primary effect improves; you also gain access to
Perks in that Skill that can grant you powerful new abilities or bonuses.
<£T
What does each Skill do? Their primary effects are listed below:
COMBAT SKILLS: THE PATH OF MIGHT
vC
SKILL NAME
PRIMARY EFFECT(S)
Smithing
Improves the value and properties of Items you improve.
Heavy Armor
Reduces the damage you take while wearing heavy armor.
Block
Reduces the damage you take and the amount you stagger when blocking attacks.
Two-Handed
Increases the damage you inflict with two-handed weapons.
One-Handed
Increases the damage you inflictwith one-handed weapons.
Archery
Increases the damage you inflictwith bows.
TEAMING
THE BESTIARY
SKILLS OVERVIEW
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
STEALTH SKILLS: THE PATH OF SHADOW
SKILL NAME
PRIMARY EFFECTS)
Light Armor
Reduces the damage you take while wearing light armor
Sneak
Improves your ability to avoid detection while sneaking.
□
Lockpicking
Increases your ability to pick a lock successfully. Specifically, this skill
increases the arc at which the pick succeeds, and reduces the chance that
a pick will break.
□
| Pickpocket
Increases the chance that you can successfully pickpocket an item.
— - Improves the prices you receive when buying or selling items, and
J Speech improves your success ot (Persuade), (Bribe), and (Intimidate) dialogue
challenges.
”1 Alchemy Improves the potency of potions and poisons you craft.
MAGIC SKILLS: THE PATH OF SORCERY
vl
SKILL NAME
PRIMARY EFFECTS)
Illusion
Reduces the cost of Illusion spells.
Conjuration
Reduces the cost of Conjuration spells.
Destruction
Reduces the cost of Destruction spells.
Restoration
Reduces the cost of Restoration spells.
Alteration
Reduces the cost of Alteration spells.
Enchanting
Improves the potency of items you enchant.
Improving Skills: Training
During your journey, you will occasionally meet someone who has dedicated their lives to
mastering a particular Skill. These are extremely talented individuals, and speaking to them
allows you to request Training from them in the Skill they specialize in. Most will be happy to
oblige you... for a price.
Each Trainer has a degree of competence, known by the titles of Journeyman, Expert, and
Master:
Journeyman Trainers can improve your Skill to a maximum of 50.
Expert Trainers can improve your Skill to a maximum of 75.
Master Trainers can improve your Skill to a maximum of 90.
Even the most proficient Trainers in Skyrim cannot train you past 90. You'll have to earn your
way to 100!
The cost to train in a skill is based on your current skill level - the skill of the trainer has no
effect. However, the Expert and Master Trainers are often are members of a faction, and will
only train you if you're a member in good standing. Joining a faction is usually easy, so if you
want access to a particular trainer (or set of trainers), it's worth doing early even if you don't
plan to pursue that faction's quests right away.
When working with a trainer, you will receive one skill increase each time you train. This can
be repeated a maximum of five times with any combination of trainers before you have to
level up. You can then return to any Trainer and pay for up to five more Skill points. If you
gain a level while training, go level up, then speak to the Trainer again if you want to train
some more.
£> Improving Skills: Skill Use
In The Elder Scrolls, you are whatyou play. In Skyrim, yourskill growth and level progression
are determined by Skill Uses, a system that tracks the actions you perform and increases your
skills accordingly. You don't have to understand how this works— just play the way you want
to play, and you'll get better at it. But if you're the kind of adventurer who wants to know
everything you can to maximize your potential, read on.
What are Skill Uses?
Each of the 1 8 Skills is "watching" for particular events to occur in the game. When one
of those events occurs, the Skill gains points based on the magnitude of the event. What
magnitude actually means varies by event, and is explained in more detail below.
When the number of points in a Skill passes a threshold, the skill increases. These
thresholds are ever-increasing, so raising a Skill from 40 to 41 takes more uses, and/or higher-
magnitude uses, than raising that same Skill from 20 to 21 .
Each time a Skill increases, it also contributes points towards your character's next Level.
The number of points depends on the level of the Skill that increased, so raising a skill from a
skill from 40 to 41 will take you further towards your next level than raising a Skill from 20
to 21.
It's important to remember two key rules:
Your Skills only improve if you use them effectively. For example:
0 Just swinging your sword around doesn't improve your One-Handed Skill. However,
hitting someone with it does.
0 Just summoning an Atronach over and over again doesn't improve your Conjuration Skill.
But using the Atronach in combat does.
0 Just talking to everyone you meet doesn't improve your Speech Skill. You have to
actually buy and sell items and pass dialogue challenges.
Your skills generally improve faster if you use them in more challenging situations. For example:
0 Your Archery skill improves faster if you use more powerful bows that do more damage.
0 Your Illusion skill improves faster if you cast more difficult spells.
0 Your Lockpicking skill improves faster if you unlock harder chests.
An Example: Maximizing your Training
Runil is happy to teach you his knowledge of the arts of Conjuration.
For a price.
You wish to improve your Conjuration Skill (which is 20), so you visit Runil - the Journeyman
Trainer - at the graveyard in Falkreath. He offers to train you for 250 gold. Train with him, and
you exchange the gold for one Skill Point. You can train with him four more times this level, at
a slightly higher cost each time. When you're done, your Skill is now 25, and you've spent a
total of 1 350 gold. You must now Level up before you can pay to train again. You could have
received the same training from Phinis Gestor (College of Winterhold) or Falion (in Morthal), or
any combination of the three of them, but you could never have trained your skill above 25.
If you're focused on (let's not use the term "obsessed") with increasing your favorite Skills,
be sure visit their Trainers often, ideally just after you level up. For best results, train and then
use the skill to help increase it as quickly as possible. Remember that you can visit a variety of
Trainers to increase multiple Skills!
Some Trainers can also be Followers, and a few of them are even candidates for marriage!
“
Tr.e €tlder ( ScrcluS‘ V
SKYRIM
«[
TRAINING PARTI: SKILLS AND PERKS
>
M j 1 jfiiitfifiiyji
£> The Trainers of Skyrim
Combat Skills: The Path of Might
Smithing
Journeyman Trainer: Expert Trainer: Master Trainer:
Ghorza of Markarth. Balimund of Riften. Eorlund Gray-Mane
of Whiterun.
Stealth Skills: The Path of Shadow
Light Armor
Journeyman Trainer: Expert Trainer: Master Trainer:
Scouts-Many-Marshes Grelka of Riften. Nazir, of The Dark
of Windhelm. Brotherhood.
Magic Skills: The Path of Sorcery
Illusion
There is no
Journeyman Trainer
for this Skill.
Expert Trainer: Atub, Master Trainer: Drevis
of Largashbur in Neloren, of the
The Rift. College of Winterhold.
Heavy Armor
Journeyman Trainer: Expert Trainer: Master Trainer: Farkas
Hermir Strongheart Gharol of Dushnikh of The Companions, in
of Windhelm. Yal, in The Reach. Whiterun.
Sneak
Conjuration
Journeyman Trainer: Expert Trainer: Phinis Master Trainer:
Runil of Falkreath. Gestor, of the College of Falion of Morthal.
Winterhold.
Journeyman Trainer:
Khayla, of the
Khajiit Caravans.
Expert Trainer:
Garvey, of
Markarth.
Master Trainer: Delven
Mallory, of The Thieves
Guild, in Riften.
Block
There is no
Journeyman Trainer
for this Skill.
Expert Trainer: Njade Master Trainer: Larak
Stonearm of The of Mor Khazgur, in
Companions, in Whiterun. The Reach.
Lockpicking Destruction
There is no
Journeyman Trainer
for this Skill.
Expert Trainer: Master Trainer: Vex, Journeyman Trainer: Expert Trainer: Sybille Master Trainer:
Mojhad of the of The Thieves Guild, Wuunferth the Stentor of Solitude. Forolda, of the
Khajiit Caravans. in Riften. Unliving, of Windhelm. College of Winterhold.
Two-Handed
There is no
Journeyman Trainer
for this Skill.
Expert Trainer: Master Trainer: Vilkas,
Torbjorn Shatter-Shield of The Companions, in
of Windhelm. Whiterun.
Pickpocket
Journeyman Trainer:
Ahkari, of the Khajiit
Caravans.
Expert Trainer: Silda
the Unseen, of
Windhelm.
Master Trainer:
Vipir, of The Thieves
Guild, of Riften.
Restoration
Expert Trainer: Keeper Expert Trainer: Colette Master Trainer:
Carcette, in the Hall of Marence, of the Danica Pure-Spring,
the Vigilant. College of Winterhold. of Whiterun.
One-Handed
Journeyman Trainer: Export Trainer: Athis Master Trainer: Journeyman Trainer Trainer
kmn of Whitemn of The Companions Burguk, of Dushnikh ^ ^ maras ^ #2: Revyn
in Whiterun. Yal in The Reach. C Qravans - Sadri of
Windhelm.
Muster
Expert Trainer: Trainer: Geraud
Ogmund the Gemaine, of The
Skald, of Bards College in
Mcrkorth, Solitude.
Journeyman Expert Trainer: Aela Master Trainer: Niruin,
Trainer: Faendal, the Huntress, of The of The Thieves Guild, Journeyman Trainer: Expert Trainer: Master Trainer. Babette,
of Riverwood. Companions in Whiterun. in Riften. Lami of Morthal - Arcadia ' of whiterun - of Ihe Dork Brotherhood.
Alteration
Journeyman Expert Trainee Dravynec, Master Trainer: Toffdir,
Trainer: Moloron, of of Kynesgrove, in of the College of
Solitude, Eostmorch. Winterhold,
Enchanting
There is no
Journeyman Trainer
for this Skill.
Expert Trainer: Sergius Turrianus, Master Trainer:
of the College of Winterhold. Hamal, or Markarth.
Skill Trainers are also referenced when they relate to
Quests or specific Atlas locations later in this guide.
«!
>•- TRANIMG
THE INVENTORY
SKILLS OVERVIEW
THE BESTIARY QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
IMPROVING SKILLS: SKILL BOOKS
The Doors of Oblivion ( Conjuration ), one of
five copies known to exist.
Scattered throughout Skyrim are a number of rare Skill
Books, each associated with a particular Skill. The first time
you read each book, the associated Skill increases by one.
There are five different named books for each Skill (90
different book titles), so a diligent collector can potentially
increase each Skill by five points.
It's worth noting that there are multiple copies of each book in the world (usually 3-5).
However, you only gain a Skill point the first time you read a book - rereading that book, or
any of its copies, has no further effect.
For example: Those interested in the Sneak Skill should look for the following books: Three
Thieves (four copies), 2920, Last Seed, v8 (four copies), Sacred Witness (four copies), Legend
of Krately House (three copies), and The Red Kitchen Reader (five copies). This means there is
a total of 20 Sneak Skill Books, and five points you can add to your Sneak from reading the
first copy you encounter of each tome.
IMPROVING SKILLS: AUGMENTATIONS
An Amulet of Dibella, which adds + 15
to your Speech.
There are a variety of other ways to temporarily boost your
Skills (or their primary effects):
Equip enchanted items that increases that Skill.
Drink a potion that boosts the Skill.
Acquire a Shrine Blessing or other temporary bonus to
the Skill.
For example: Say you have a Speech of 40, but want to get better prices for a collection
of loot you're about to sell. You could look for ways to permanently increase your skill, like
completing dialogue challenges, training, or reading skill books. You can also equip an Amulet
of Dibella (+1 5 Speech), pray at a Shrine of Dibella (+1 0% Better Prices), give a beggar
a gold piece to receive The Gift of Charity (+1 0 Speech), and quaff a Potion of Glibness
(+20 Speech) . Then head over to your merchant of choice and wring out every last gold coin
you can.
££> General Advice on Improving Skills
When improving your Skills, heed the following advice:
In general, it's better to increase your Skills and level up naturally, rather than trying to
find ways to exploit the game. In fact, it may make your adventure harder, since you'll lack the
gear and tactics needed to survive higher-level combat.
There is no fixed "maximum level" (i.e., Level 50) for you to attain. However, if you were to
raise all of your Skills to 1 00, this would - eventually - take you to around Level 80. As you're
only able to choose one perk each time you level up, and there are well over 200 Skill-based
perks, don't fixate on obtaining every single one, as that's impossible. Instead, focus on
improving the Skills you're most interested in, and ignore perks you won't take advantage of,
even if they're in a Skill you use constantly.
Statistically, it's better to save Skill Books for higher levels, when the amount of effort
or the cost of training needed to increase a skill rises dramatically. However, this tends to be
difficult to do in practice, since you automatically read a book when picking it up, and won't
know in advance that it's a skill book. Unless you're intent on raising every Skill to 1 00, it's
best not to worry about this.
If you're most of the way to your next level and just need one or two more skill increases, here
are some options:
Training: If you have the gold, Training is always a good option. If you're short on gold, try
Training in a Skill you haven't used as much, as it will be less expensive (although it also
won't count as much toward your next level).
Do you have any Skill Books you haven't read?
Are there any Ingredients you haven't sampled? Especially at low Skill levels, your Alchemy
skill rises quickly just by eating common ingredients and learning their first effect.
Do you have a lot of ingredients? You may be able to make some potions. Give Alchemy
a try!
Do you have any ingots or smithing supplies? You might be able to forge or improve
something. Try your hand at Smithing.
&
V7
The Bider Sera
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TRAINING PARTI: SKILLS AND PERKS
<6 SKILL CONSTELLATIONS
This vast section of knowledge explores the entirety of the Skill Constellations. These are
color-coded for Combat Skills: The Path of Might (red), Stealth Skills: The Path of Shadow
(green), and Magic Skills: The Path of Sorcery (blue).
There are three general categories of perks that deserve special mention:
Skill Improvement Perks: Many constellations offer a perk that simply makes you better
at that Skill's primary effect (examples include Agile Defender for Light Armor, Juggernaut
for Heavy Armor, Stealth for Sneak, as well as others). Choosing these perks is akin to
receiving a huge number of Skill increases for that Skill all at once. These perks may not be
as "flashy" or instantly gratifying as some of the other perks, but they are always a strong,
effective choice.
Magic Rank Perks: The five schools of magic each have a series of "rank" perks (Novice,
Apprentice, Adept, Expert, and Master) that dramatically decrease the cost of spells from
that School. These perks are absolutely critical to your ability to use magic effectively, and
should be a top priority for any serious Mage.
Tiered Perks: Some perks can be selected multiple times for increased effect. These
bonuses do not stack. For example, Heavy Armor's Juggernaut 1 Perk increases your
armor rating by 20%, while Juggernaut 2 increases your armor rating by 40%. After taking
Juggernaut 2, you will have a bonus of 40%, not 60%.
NOTE ★ - This highlighls some of the best some of I he best or most
interesting perks in a particular Skill Constellation.
£►> Smithing
Smithing is the art of
creating and improving
weapons and armor.
Smithing workstations
include the Blacksmith
Forge, Grindstone
(for Weapons), and
Workbench (for Armor).
Any improvements m4de
at any of these stations count towards your Smithing skill, with
the amount of increase based on the value of the item you craft
or improve. To increase this skill as quickly as possible, forge your
own items and then improve them. You can make Hide ond Iron
items without taking any perks. You can improve any item without
taking any perks. However, you need perks to create any advanced
items, such as Dwarven or Ebony weapons and armor.
Constellation: Path of Might
Available Perks: 10
Mining, Smelting, and Tanning provide raw materials for
Smithing, although they do not count towards this skill. Smithing
synergizes well with Enchanting, since it guarantees you a ready
supply of items to enchant. For more information on all of these
activities, see the Crafting section on page 41.
The main choice presented by your Smithing Perks is obvious:
are you interested in making and improving Light Armor, like
Elven, Scale, Glass, and Dragonscale, or Heavy Armor, like Steel,
Dwarven, Orcish, Ebony, Daedric, and Dragonplate? Focus on the
side of the constellation that appeals most to you.
1. STEEL SMITHING
Can create Steel ormor ond weapons at forges, and improve
them twice as much.
Requires: Smithing 20
2. ARCANE BLACKSMITH ★
You can improve magical weapons and armor.
Requires: Smithing 60
One of the most useful Smithing Perks, especially if you plan to
focus on Enchanting as well. If your Enchanting skill is low, you can
improve a piece of gear with a powerful enchantment but a weak
armor rating to keep it viable for longer, or to make an already
great item even better. If you're a master artisan, you can make
your own gear from scratch, enchant it, temper it, and then either
use it or sell it for a considerable profit.
3. ELVEN SMITHING
Con create Elven armor and weapons at forges, and improve
them twice as much.
Requires: Smithing 40, Steel Smithing
4. ADVANCED ARMORS
Can create Scaled and Steel Plate armor at forges, and improve
them twice as much.
Requires: Smithing 50, Elven Smithing
5. GLASS SMITHING
Can create Glass armor and weapons at forges, and improve
them twice as much.
Requires: Smithing 70, Advanced Armors
6. DWARVEN SMITHING ★
Can create Dwarven armor and weapons at forges, and improve
them twice as much.
Requires: Smithing 30, Steel Smithing
Once you begin exploring Dwarven Ruins, you'll discover tons of
scrap metal that can be smelted down into ingots. This is a great
source of free, convenient crafting materials for your Smithing
practice. Taking this perk allows you to make better (and thus
more valuable) Dwarven items from these ingots, which improves
your Smithing skill even more quickly, and allows you to turn a
nice profit, too.
7. ORCISH SMITHING
Can create Orcish armor and weapons at forges, and improve
them twice as much.
Requires: Smithing 50, Dwarven Smithing
8. EBONY SMITHING
Can create Ebony armor and weapons at forges, and improve
them twice as much.
Requires: Smithing 80, Orcish Smithing
9. DAEDRIC SMITHING
Can create Daedric armor and weapons at forges, and improve
them twice as much.
Requires: Smithing 90, Ebony Smithing
Daedric weapons and armor are not available in shops, so the only
way to get them is to find or make them.
10. DRAGON ARMOR
Can create Dragon armor at forges, and improve them twice as
much.
Requires: Smithing 100, Glass Smithing OR Daedric Smithing
Dragonplate and Dragonscale armors are not available in shops, so
the only way to get them is to find or make them.
<«*
TRANING
THE INVENTORY
5 SKILLS COMBAT SKILLS: THE PATH OF MIGHT (% >
THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX
[►> Heavy Armor
Heavy Armor allows you to
make more effective use of Iron,
Steel, Dwarven, Orcish, Ebony,
Dragonplate, and Daedric armors.
Heavy Armor offers excellent
protection, though its weight will
slow you down and reduce the
Constellation: Path of Might Dmount of 9 eor ^ CDn
Available Perks: 12 High-end sets of Heavy Armor
are especially rare, so you may
wish to consider Smithing so you con craft your own when the
time comes.
Your Heavy Armor skill increases when you take damage
while wearing heavy armor, based on the damage of the incoming
blow. If you're wearing more than one kind of armor, the incoming
damage is divided up among the pieces before being used to
calculate skill uses. So, the more Heavy Armor you're wearing,
the more damage will be assigned to it, and the faster this Skill
will increase.
The Heavy Armor constellation has two main themes: the left
arc focuses on unusual perks, or those useful in specific situations,
while the right arc emphasizes statistically-powerful perks for heavy
armor purists.
1-5. JUGGERNAUT (5 RANKS) ★
Rank 1 : Increases the ormor rating of your Heavy Armor by 20%.
Requires: None
Rank 2: Increases the armor rating of your Heavy Armor by 40%.
Requires: Heavy Armor 20, Juggernaut 1
Rank 3: Increases the armor rating of your Heavy Armor by 60%.
Requires: Heavy Armor 40, Juggernaut 2
Rank 4: Increases the armor rating of your Heavy Armor by 80%.
Requires: Heavy Armor 60, Juggernaut 3
Rank 5: Increases the armor rating of your Heavy Armor by
100 %.
Requires: Heavy Armor 80, Juggernaut 4
6. FISTS OF STEEL
Unarmed attacks with heavy armor gauntlets do their armor base
rating in extra damage.
Requires: Heavy Armor 30, Juggernaut 1
Although unarmed combat doesn't increase any of your Skills,
it can still be a viable option, especially for Khajiits (whose
Claws racial ability also improves unarmed attacks). This perk
also makes Brawls dramatically easier.
7. WELL FITTED ★
25% Armor bonus if wearing all Heavy Armor : head, chest,
hands, feet.
Requires: Heavy Armor 30, Juggernaut 1
This bonus stacks with Juggernaut and Matching Set; a must-have
for anyone serious about using Heavy Armor.
8. CUSHIONED
Half damage from falling if wearing all Heavy Armor: head,
chest, hands, feet.
Requires: Heavy Armor 50, Fists of Steel
Worth considering if you enjoy climbing mountains and scampering
up rocks, and don't want to worry about fall damage.
9. TOWER OF STRENGTH
50% less stagger when wearing only Heavy Armor.
Requires: Heavy Armor 50, Well-Fitted
10. CONDITIONING
Heavy Armor weighs nothing and doesn't slow you down when
worn.
Requires: Heavy Armor 70, Cushioned
Conditioning reduces the weight of heavy armor you're
wearing (it doesn't affect the weight of armor in your
inventory), and eliminates the speed penalty for wearing
heavy armor. If that appeals to you, but you aren't excited
about having to take Fists of Steel and Cushioned to reach
this perk, try out the Steed Stone ability (from one of the
Standing Stones) instead: it has almost the same effect, and
won't cost you any perks.
11. MATCHING SET
Additional 25% Armor bonus if wearing o matched set of Heavy
Armor.
Requires: Heavy Armor 70, Tower of Strength
This bonus stacks with Juggernaut and Well Fitted. It's challenging
to acquire a complete set of the high-end Heavy Armors (unless
you're specializing in Smithing), so make sure you have a
matching set before taking this perk.
12. REFLECT BLOWS
1 0% chance to reflect melee damage back to the enemy while
wearing all Heavy Armor: head, chest, hands, feet.
Requires: Heavy Armor 100, Matching Set
£> Block
Block is the art of deflecting an
enemy's blows with your shield
or weapon. Your Block skill
reduces the damage you take and
the amount you stagger when
you block an attack. Your skill
increases when you successfully
Constellation: Path of Might block damage (based on the
Available Perks: 1 3 damage of the blow before it was
blocked), or when you successfully
bash an enemy with a weapon or shield.
Note that parries with One- or Two-handed weapons are also
improved by your Block Skill and many Block Perks- you don't
have to be using a shield to benefit from this skill. But remember
that if you have a second weapon or spell equipped in your left
hand, you can't block at all.
In the Block constellation, the left arc offers shield-specific
damage reduction perks, while the right arc focuses on bash and
power bash perks that work with both shield and weapon blocks.
1-5. SHIELD WALL (5 RANKS)
Rank 1: Blocking is 20% more effective.
Requires: None
Rank 2: Blocking is 25% more effective.
Requires: Block 20, Shield Wall 1
Rank 3: Blocking is 30% more effective.
Requires: Block 40, Shield Wall 2
Rank 4: Blocking is 35% more effective.
Requires: Block 60, Shield Wall 3
Rank 5: Blocking is 40% more effective.
Requires: Block 80, Shield Wall 4
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6. DEFLECT ARROWS
When blocking with a shield, arrows that hit the shield do no
damage.
Requires: Block 30, Shield Wall 1
This perk greatly reduces the damage you take while rushing archers,
but it's much less effective once you've engaged the enemy, since your
shield may not be in the right place at the right time.
7. POWER BASH
Able to do a power bash.
Requires: Block 30, Shield Wall 1
This perk unlocks a new Power Bash move that sends enemies flying.
This is a great addition to your arsenal, especially if you're employing a
weapon-and-shield combat style.
8. QUICK REFLEXES
Time slows down if you are blocking during an enemy's power attack
Requires: Block 30, Shield Wall 1
Quick Reflexes gives you a chance to react and dodge or (better yet)
respond with a bash to counter the attack.
9. DEADLY BASH
Bashing does five times more damage.
Requires: Block 50, Power Bash
While this sounds powerful, bashes don't do much damage to
start with. The damage bonus certainly doesn't hurt, but it's still
much faster to kill enemies with your weapon than with your
shield.
10. ELEMENTAL PROTECTION ★
Blocking with a shield reduces incoming fire, frost, and shock damage
by 50%.
Requires: Block 50, Deflect Arrows
This perk is especially powerful when fighting mages. Combine
with the Breton's Magic Resistance or the Alteration Magic
Resistance Perks for almost impenetrable defense, allowing you to
shrug off enemy spells with ease!
11. BLOCK RUNNER
Able to move faster with a shield raised.
Requires: Block 70, Elemental Protection
Block Runner helps you close the distance with a ranged mage
or archer, and allows you to cover more ground when making a
Shield Charge.
12. DISARMING BASH ★
Chance to disarm when power bashing.
Requires: Block 70, Deadly Bash
Disarming Bash gives you a chance to knock away an enemy's
equipped weapon if he is in the middle of executing a power
attack. While many enemies have backup weapons (often
daggers), they're significantly less powerful, so you can usually
crush a disarmed foe with ease. This is a great perk, at least until
you learn the Disarm Shout, which does this more reliably. Consult
the Shouts section to find out how to acquire this; you may wish to
ignore this perk if the Shout becomes more useful to you.
13. SHIELD CHARGE
Sprinting with a shield raised knocks down most targets.
Requires: Block 1 00, Block Runner OR Disarming Bash
Shield Charge is great at forcing your way out of a mob of
enemies if you get surrounded, or buying a few moments to
recover in the middle of a difficult battle.
TRAINING PART 1: SKILL CONSTELLATIONS
Two-Handed
9 The Two-Handed Skill governs
the use of large weapons such
as greatswords, battle axes, and
warhammers. Those trained in
this skill deliver more lethal and
powerful blows. To improve this
skill, damage enemies with a
two-handed weapon. The skill
improves based on the amount
Constellation: Path of Might of damage you do (minus any
Available Perks: 1 9 enchantments), not the number
of swings you take, so you
get the same increase regardless of how many hits it takes to fell
your foe.
A number of perks in the Two-Handed constellation improve
a specific type of two-handed weapon. If you generally use the
best weapon you can find (no matter what type it is), it's wiser to
invest your perks elsewhere: better to have a bonus you can rely
on than one you only see occasionally.
1-5. BARBARIAN (5 RANKS) ★
Rank 1 : Two-Handed weapons do 20% more damage.
Requires: None
Rank 2: Two-Handed weapons do 40% more damage.
Requires: Two-Handed 20, Barbarian 1
Rank 3: Two-Handed weapons do 60% more damage.
Requires: Two-Handed 40, Barbarian 2
Rank 4: Two-Handed weapons do 80% more damage.
Requires: Two-Handed 60, Barbarian 3
Rank 5: Two-Handed weapons do twice as much damage.
Requires: Two-Handed 80, Barbarian 4
This perk provides a massive +20% bonus to your two-handed
weapon damage with each rank. This is a huge boost; make this
perk your top priority whenever your skill level permits.
6. CHAMPION'S STANCE ★
Power attacks with two-handed weapons cost 25% less stamina.
Requires: Two-Handed 20, Barbarian 1
In effect, this perk allows you to power attack more often.
Two-handed weapons excel at devastating power attacks, so this
is a solid choice.
7-9. DEEP WOUNDS (3 RANKS)
Rank 1 : Attacks with greatswords have a 1 0% chance of doing
critical damage.
Requires: Two-Handed 30, Barbarian 1
Rank 2: Attacks with greatswords have a 1 5% chance of doing
even more critical damage.
Requires: Two-Handed 60, Deep Wounds 1
Rank 3: Attacks with greatswords have a 20% chance of doing
even more critical damage.
Requires: Two-Handed 90, Deep Wounds 2
When a weapon scores a critical hit, it deals 50% more damage,
more for ranks 2 and 3. Statistically, this perk works out to a 5%
boost in your average damage over time at Rank 1 , and a 1 5%
boost by Rank 3. That's not nothing, but Barbarian is still better.
10-12. LIMBSPLITTER (3 RANKS)
Rank 1 : Attacks with battle axes cause extra bleeding damage.
Requires: Two-Handed 30
Rank 2: Attacks with battle axes cause more bleeding damage.
Requires: Two-Handed 60, Limbsplitter 1
Rank 3: Attacks with battle axes cause even more bleeding
damage.
Requires: Two-Handed 90, Limbsplitter 2
The exact amount of bleeding damage depends on the axe, but
in general, this perk causes each hit to do 1-3 points of damage
each second for 3-6 seconds, with the higher ranks pushing higher
into that range, making this roughly equivalent to a short-lived
lingering poison.
13-15. SKULLCRUSHER (3 RANKS)
Rank 1 : Attacks with warhammers ignore 25% of armor.
Requires: Two-Handed 30
Rank 2: Attacks with warhammers ignore 50% of armor.
Requires: Two-Handed 60, Skullcrusher 1
Rank 3: Attacks with warhammers ignore 75% of armor.
Requires: Two-Handed 90, Skullcrusher 2
This perk has no effect against unarmored enemies, but it can
make it significantly easier to take down a heavily armored foe,
such as many bosses.
16. DEVASTATING BLOW
Standing power attacks do 25% bonus damage with a chance to
decapitate your enemies.
Requires: Two-Handed 50, Champion's Stance
This is a strong, reliable damage bonus. The decapitation adds a
grotesquely satisfying visual touch, but only applies if your attack
already killed the enemy (this perk doesn't give you a chance of
an instant kill).
17. GREAT CRITICAL CHARGE
Can do a two-handed power attack while sprinting that does
double critical damage.
Requires: Two-Handed 50, Champion's Stance
Less powerful than it might appear, the "double critical damage"
bonus only applies if you land a critical hit in the first place, and
(more importantly) you have to remember to use it for it to be
effective. Take this if you find yourself making "berserker rushes"
on your own anyway.
18. SWEEP
Sideways power attacks with two-handed weapons hit all targets
in front of you.
Requires: Two-Handed 70, Devastating Blow OR Great Critical
Charge
Great at clearing out swaths of enemies in a single blow.
1 9. WARMASTER
Backwards power attacks have a 25% chance to paralyze the
target.
Requires: Two-Handed 1 00, Sweep
£►> One-Handed
The One-Handed Skill governs 1
the use of weapons like the
sword, war axe, mace, and
dagger. Those trained in this
skill deliver more deadly blows.
To improve this skill, you
must damage enemies with a
one-handed weapon. The skill
Constellation: Path of Might j m p roves based on the amount
Available Perks: 21 of damage you d o (minus any
enchantments), not the number
of swings you take, so while it might take ten hits to kill a bandit
with a dagger, you would get the same skill increase for killing him
in three with a mace.
A number of perks in the One-Handed constellation improve
a specific type of one-handed weapon. If you generally use the
best weapon you can find (no matter what type it is), it's wiser to
invest your perks elsewhere: better to have a bonus you can rely
on than one you only see occasionally.
O
1-5. ARMSMAN (5 RANKS) ★
Rank 1 : One-Handed weapons do 20% more damage.
Requires: None
Rank 2: One-Handed weapons do 40% more damage.
Requires: One-Handed 20, Armsman 1
Rank 3: One-Handed weapons do 60% more damage.
Requires: One-Handed 40, Armsman 2
Rank 4: One-Handed weapons do 80% more damage.
Requires: One-Handed 60, Armsman 3
Rank 5: One-Handed weapons do twice as much damage.
Requires: One-Handed 80, Armsman 4
This perk provides a massive +20% bonus to your one-handed
weapon damage with each rank. This is a huge boost; make this
perk your top priority whenever your skill level permits.
6. FIGHTING STANCE ★
Power attacks with one-handed weapons cost 25% less stamina.
Requires: One-Handed 20, Armsman 1
By conserving your stamina, this perk allows you to power attack
or bash more often. A solid choice, especially if you dual-wield
one-handed weapons, as this bonus works well with the Dual Flurry
and Dual Savagery Perks.
7-9. BLADESMAN (3 RANKS)
Rank 1: Attacks with swords have a 10% chance of doing critical
damage.
Requires: One-Handed 30, Armsman 1
Rank 2: Attacks with swords have a 1 5% chance of doing more
critical damage.
Requires: One-Handed 60, Bladesman 1
Rank 3: Attacks with swords have a 20% chance of doing even
more critical damage.
Requires: One-Handed 90, Bladesman 2
When a weapon scores a critical hit, it deals 50% more damage,
more for ranks 2 and 3. Statistically, this perk works out to a 5%
boost in your average damage over time at Rank 1 , and a 1 5%
boost by Rank 3. That's not nothing, but Armsman is still better.
10-12. BONE BREAKER (3 RANKS)
Rank 1 : Attacks with maces ignore 25% of armor.
Requires: One-Handed 30, Armsman 1
Rank 2: Attacks with maces ignore 50% of armor.
Requires: One-Handed 60, Bone Breaker 1
Rank 3: Attacks with maces ignore 75% of armor.
Requires: One-Handed 90, Bone Breaker 2
This perk has no effect against unarmored enemies, but it can
make it significantly easier to take down a heavily armored foe,
such as many bosses.
«i
■<£
TRANING
THE INVENTORY
COMBAT SKILLS: THE PATH OF MIGHT
THE BESTIARY QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
13-15. HACK AND SLASH (3 RANKS)
Rank 1: Attacks with war axes cause extra bleeding damage
Requires: One-Handed 30, Armsman 1
Rank 2: Attacks with war axes cause more bleeding damage
Requires: One-Handed 60, Hack and Slash 1
Rank 3: Attacks with war axes cause even more bleeding
damage
Requires: One-Handed 90, Hack and Slash 2
The exact amount of bleeding damage depends on the axe, but
in general, this perk causes each hit to do 1-3 points of damage
each second for 3-6 seconds, with the higher ranks pushing higher
into that range, making this roughly equivalent to a short-lived
lingering poison.
16-17. DUAL FLURRY (2 RANKS)
Rank 1 : Dual wielding attacks are 20% faster.
Requires: One-Handed 30, Armsman 1
Rank 2: Dual wielding attacks are 35% faster.
Requires: One-Handed 50, Dual Flurry 1
18. CRITICAL CHARGE
Can do a one-handed power attack while sprinting that does
double critical damage.
Requires: One-Handed 50, Fighting Stance
This perk still requires that you land a critical hit in the first place
in order to receive the damage bonus. Worth taking if you find
yourself making berserker rushes on your own, if you've taken the
Bladesman Perks, or if you're dual-wielding (since you've got a
better chance of getting a critical hit with at least one weapon).
19. SAVAGE STRIKE
Standing power attacks do 25% bonus damage with a chance to
decapitate your enemies.
Requires: One-Handed 50, Fighting Stance
This is a strong, reliable damage bonus, though the decapitation
only applies if you've already killed the enemy. But standing over
the headless corpse of your kill is a satisfying way to temper your
bloodlust!
20. DUAL SAVAGERY ★
Duel wielding power attacks do 50% more damage.
Requires: One-Handed 70, Dual Flurry 1
A great pick if you're focused on dual wielding, this is stronger than
Savage Strike or Critical Charge, and stacks with both of them,
making your power attacks incredibly deadly.
21. PARALYZING STRIKE
Your backwards power attack has a 25% chance to paralyze
the target.
Requires: One-Handed 1 00, Savage Strike OR Critical Charge
Paralyzing Strike is a powerful ability. . . if you remember to use it.
When it works, you can inflict massive damage (and often kill your
foes outright) before they can get back on their feet. But. . . how
often do you use backward power attacks?
Archery
Archery represents the skill and
training needed to wield a bow
effectively in combat. The greater
your skill, the more deadly your
shots. Your Archery skill improves
when you damage enemies
with a bow and arrows, with the
amount of increase based on
the damage that you do (minus
any enchantments). Of course,
only shots that hit their mark
will count.
1-5. OVERDRAW (5 RANKS) ★
Rank 1 : Bows do 20% more damage.
Requires: None
Rank 2: Bows do 40% more damage.
Requires: Archery 20, Overdraw 1
Rank 3: Bows do 60% more damage.
Requires: Archery 40, Overdraw 2
Rank 4: Bows do 80% more damage.
Requires: Archery 60, Overdraw 3
Rank 5: Bows do twice as much damage.
Requires: Archery 80, Overdraw 4
This perk provides a massive +20% bonus to your bow damage
with each rank. This is a huge boost; make this perk your top
priority whenever your skill level permits.
6-8. CRITICAL SHOT (3 RANKS)
Rank 1 : 1 0% chance of a critical hit that does extra damage.
Requires: Archery 30, Overdraw 1
Rank 2: 1 5% chance of a critical hit that does 25% more critical
damage.
Requires: Archery 60, Critical Shot 1
Rank 3: 20% chance of a critical hit that does 50% more critical
damage.
Requires: Archery 90, Critical Shot 2
When a weapon scores a critical hit, it deals 50% more damage.
Statistically, this perk works out to a 5% boost in your average
damage over time at Rank 1, and a 1 5% boost by Rank 3. That's
not nothing, but Overdraw is still better.
9. EAGLE EYE ★
Pressing Block while aiming will zoom in your view.
Requires: Archery 30, Overdraw 1
This perk allows you to snipe enemies more accurately from a
greater distance. This is a great choice for stealth archers: Since
you may only get one shot, make it count!
10-11. STEADY HAND (2 RANKS)
^ Rank 1: Zooming in with a bow slows time by 25%
Requires: Archery 40, Eagle Eye
Rank 2: Zooming in with a bow slows time by 50%
Requires: Archery 60, Steady Hand 1
This perk is useful for minimizing the chance that your target
will move while you line up a stealth shot, or for making sure
an important shot hits its mark. It's especially effective against
dragons in the air; you'll still have to lead your shot a little (that
is, aim at where you think the creature will be when the arrow
arrives, not where it is when you fire), but this improves your odds
of hitting them significantly.
12. HUNTER'S DISCIPLINE
Recover twice as many arrows from dead bodies.
Requires: Archery 50, Critical Shot 1
A fine choice if you find yourself running out of arrows frequently,
or use a lot of high-end arrows. If you mainly use basic Iron
or Steel Arrows, take something else; they're so cheap and so
common that recovering more of them just isn't worth the perk.
13. POWER SHOT ★
Arrows stagger all but the largest opponents 50% of the time.
Requires: Archery 50, Eagle Eye
Power Shot is surprisingly powerful: In the time it takes an enemy
to stagger and recover, you may be able to fire off another shot
or two. The stagger will also interrupt an enemy's charge or block,
briefly giving you a clear opening. Or when all else fails, take that
second or two to put some space between you and your opponent.
14. RANGER
Able to move faster with a drawn bow.
Requires: Archery 60, Hunter's Dicipline
15. QUICK SHOT
Can draw a bow 30% faster.
Requires: Archery 70, Power Shot
16. BULLSEYE
1 5% chance of paralyzing the target for 1 0 seconds.
Requires: Archery 1 00, Quick Shot OR Ranger
Bullseye gives you a chance to paralyze opponents with each shot.
This is fantastic at medium and short ranges, where it can take
an enemy out of a fight and allows you to finish them off quickly.
It's somewhat less effective at long range, since enemies fall over
when paralyzed, making it more difficult (or impossible) to hit
them again from that distance.
Constellation: Path of Might
Available Perks: 16
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TRAINING PART 1 : SKILL CONSTELLATIONS
Light Armor
Light Armor allows you to
make more effective use of
Hide, Leather, Elven, Glass,
and Dragonscale armor.
Light Armor offers a good
balance between weight,
protection, and mobility, and
is recommended for stealthy
characters or those with other
forms of protection (such as a
good shield or the occasional ward) to supplement their defenses.
Constellation: Path of Shadow
Available Perks: 10
Your Light Armor skill increases when you take damage while
wearing light armor, based on the damage of the incoming blow. If
you're wearing more than one kind of armor, the incoming damage
is divided up among the pieces before being used to calculate
skill uses, so wearing more light armor will allow this skill to
develop faster.
1-5. AGILE DEFENDER (5 RANKS) ★
Rank 1 : Increase armor rating for Light armor by 20%.
Requires: None
Rank 2: Increases the armor rating of your Light Armor by 40%.
Requires: Light Armor 20, Agile Defender 1
Rank 3: Increases the armor rating of your Light Armor by 60%.
Requires: Light Armor 40, Agile Defender 2
Rank 4: Increases the armor rating of your Light Armor by 80%.
Requires: Light Armor 60, Agile Defender 3
Rank 5: Increases the armor rating of your Light Armor by 1 00%.
Requires: Light Armor 80, Agile Defender 4
6. CUSTOM FIT ★
25% armor bonus if wearing all Light Armor: head, chest, hands,
feet.
Requires: Light Armor 30, Agile Defender 1
This bonus stacks with Agile Defender and Matching Set; a
must-have for anyone serious about using Light Armor.
7. UNHINDERED
LightArmor weighs nothing and doesn'tslow you down when
worn.
Requires: LightArmor 50, Custom Fit
This perk reduces the weight of the light armor you're wearing
(it doesn't affect the weight of armor in your inventory), and
eliminates its movement penalty. If you're not sure whether this
perk is for you, try out the Steed Stone ability (from one of the
Standing Stones) first: it has almost the same effect, and won't
cost you a perk.
8. WIND WALKER
Stamina regenerates 50% faster in all LightArmor: head, chest,
hands, feet.
Requires: Light Armor 60, Unhindered
9. MATCHING SET
Additional 25% Armor bonus if wearing a matched set of Light
Armor
Requires: Light Armor 70, Custom Fit
This bonus stacks with Agile Defender and Custom Fit. Make sure
you have a matching set before taking this perk, though.
10. DEFT MOVEMENT
1 0% chance of avoiding all damage from a melee attack while
wearing all LightArmor: head, chest, hands, feet.
Requires: Light Armor 1 00, Wind Walker OR Matching Set
This perk gives you a 1 0% chance of avoiding all damage from
a hit when wearing a full set of light armor. It's a noticeable but
unreliable bonus: if you're lucky, it might spare you from a lethal
blow... or it may not.
& Sneak
Sneak is the Crrt of moving ^
unseen and unheard. This skill
improves when you sneak
past someone, or perform a
successful sneak attack. You
don't get credit for sneaking
in an empty hallway, or for
Constellation: Path of Shadow just standing around- you
Available Perks: 1 3 must be sneaking (crouched)
near someone who can
detect you. Avoiding detection is also critical: the moment you are
spotted, your sneak attempt has failed, and you can no longer
perform a sneak attack (until you hide again).
1-5. STEALTH (5 RANKS) ★
Rank 1 : You are 20% harder to detect when sneaking.
Requires: None
Rank 2: You are 25% harder to detect when sneaking.
Requires: Sneak 20, Stealth 1
Rank 3: You are 30% harder to detect when sneaking.
Requires: Sneak 40, Stealth 2
Rank 4: You are 35% harder to detect when sneaking.
Requires: Sneak 60, Stealth 3
Rank 5: You are 40% harder to detect when sneaking.
Requires: Sneak 80, Stealth 4
This perk makes it dramatically easier to sneak past enemies
unnoticed. The first rank in this skill (+20%) is absolutely critical to
being able to sneak effectively. Subsequent ranks have diminishing
returns, but are still a good choice if you're focused on stealth
and find yourself being detected too quickly. Even if Stealth isn't
your focus, it's worth taking the basic Stealth Perk just in case you
someday need to sneak out of a dangerous situation.
6. BACKSTAB
Sneak attacks with one-handed weapons now do six times
damage.
Requires: Sneak 30, Stealth 1
Backstab doubles your sneak attack damage (to 6x normal). If
you're skilled enough to reliably sneak up behind enemies, this can
make one-hit kills a real possibility, especially on weaker foes.
7. MUFFLED MOVEMENT
Noise from armor is reduced by 50%.
Requires: Sneak 30, Stealth 1
This perk is good at low levels, but is much less useful later on,
when it's eclipsed by Silence, Muffle-enchanted equipment, or the
Muffle spell (Illusion Skill), all of which silence your movement
entirely.
8. DEADLY AIM ★
Sneak attacks with bows now do three times damage.
Requires: Sneak 40, Backstab
Deadly Aim increases the sneak attack damage done by bows
(from 2x to 3x). The extra damage is noticeable, though not as
dramatic as Backstab's bonus.
9. LIGHT FOOT
You won't trigger pressure plates.
Requires: Sneak 40, Muffled Movement
This perk presents an interesting dilemma. It has advantages: you'll
no longer have to worry about almost half the traps you encounter.
But enemies and your Followers can still set them off, which
generally gives you less warning than you might otherwise have
had. Also, you can no longer deliberately use traps to kill enemies,
which limits your options and takes some of the fun out of them.
So think carefully before taking this perk, or just be cautious and
avoid pressure plates in the first place.
10. ASSASSIN'S BLADE
Sneak attacks with daggers now do a total of fifteen times
normal damage.
Requires: Sneak 50, Deadly Aim
This perk affects only daggers, but it does make them significantly
more effective at sneak attacks. With this perk, daggers do about
twice the sneak attack damage of a full-sized weapon like a sword
or mace. That's a solid improvement, and a good reason to choose
daggers, at least for your first blow.
TRANIKG
COMBAT SKILLS; THE PATH Of MIGHT STEALTH SKILLS: THE PATH OF SHADOW
THE INVENTORY THE BESTIARY QUESTS AMS OF SKYRIM
APPENDICES AND INDEX
12. SILENCE
Walking and running does not affect detection.
Requires: Sneak 70, Silent Roll
This perk gives you a permanent Muffle effect.
However, since you can receive the same effect from a
spell or piece of enchanted armor, consider whether it's
really worth spending one of your perk selections on.
13. SHADOW WARRIOR
Crouching stops combat for a moment and forces distant opponents to search for a target.
Requires: Sneak 1 00, Silence
Shadow Warrior can give you a chance to recover or make a hasty getaway if your stealth
attempt goes terribly wrong. It's most effective if you can put some distance between
yourself and your foes; if you use it right in front of an enemy, they'll spot you again almost
immediately.
11. SILENT ROLL
Sprinting while sneaking executes a silent forward
roll.
Requires: Sneak 50, Light Foot
Silent Roll allows you to quickly dodge behind cover
while sneaking, although the drain on your Stamina
prevents you from using it to roll long distances.
££> Lockpicking
9 Lockpicking allows you
to open locked doors and
containers faster, more
easily, and with fewer broken
lockpicks. This skill increases
when you pick the lock on a
door, container, or trap trigger
Constellation: Path of Shadow hinge, based on the difficulty
Available Perks: 1 1 of the lock - lf also increases
(slightly) if you break a pick,
so if you try picking a difficult lock and fail, it isn't a total loss.
The Novice, Apprentice, Adept, Expert, and Master Locks
Perks decrease the difficulty of picking locks of the corresponding
level. This helps save on lockpicks (and frustration), but
depending on your Lockpicking skill and your own personal skill at
Lockpicking, you may not find them necessary.
Note that the fabled Skeleton Key gives you the high-end
Unbreakable Perk while you possess it, though you must surrender
the Skeleton Key as a part of the Thieves' Guild questline. While
you have it, take the opportunity to unlock any Expert or Master
locks you wish and quickly level your Lockpicking skill.
1. NOVICE LOCKS
Novice locks are much easier to pick.
Requires: None
2. APPRENTICE LOCKS
Apprentice locks are much easier to pick.
Requires: Lockpicking 25, Novice Locks
3. QUICK HANDS
Able to pick locks without being noticed.
Requires: Lockpicking 40, Apprentice Locks
Quick Hands allows you to pick locks without a Crime being
detected. This is sometimes useful for breaking into homes and
containers without attracting too much attention. . . although
trespass and theft will still be noticed.
4. WAX KEY
Automatically gives you a copy of a picked lock's key if it has
one.
Requires: Lockpicking 50, Quick Hands
In essence, this perk allows you to automatically reopen most
doors you've picked in the past. This may be useful if you find
a couple of wealthy houses you can rob repeatedly (after their
treasures have been replaced), or if you find yourself back in a
Dungeon you've been to before.
5. ADEPT LOCKS
Adept locks are much easier to pick.
Requires: Lockpicking 50, Apprentice Locks
6. GOLDEN TOUCH ★
Find more gold in chests.
Requires: Lockpicking 60, Adept Locks
Golden Touch adds a fair amount of gold to most chests (up to
+100 gold pieces per chest). This stacks with the Imperial Luck
racial ability, though it's significantly better.
7. TREASURE HUNTER ★
50% greater chance of finding special treasure.
Requires: Lockpicking 70, Golden Touch
This perk significantly increases your chance of finding special loot
in some chests, especially large chests. What kind of loot? It could
be literally anything, from an Iron Sword on up to a Dragonplate
Cuirass. This is always a gamble, but it occasionally gives you
something that's far better than anything you can get through any
normal means. Are you feeling lucky?
8. EXPERT LOCKS
Expert locks are much easier to pick.
Requires: Lockpicking 75, Adept Locks
9. LOCKSMITH
Pick starts close to the lock opening position.
Requires: Lockpicking 80, Expert Locks
10. UNBREAKABLE
Lockpicks never break.
Requires: Lockpicking 100, Locksmith
With this perk - and enough patience - you can eventually pick the
lock on any chest with a single pick. Take this, and you won't need
the Master Locks Perk.
11. MASTER LOCKS
Master Locks are much easier to pick.
Requires: Lockpicking 100, Expert Locks
Pickpocket
Constellation: Path of Shadow the item. Fail to pickpocket
Available Perks: 12 something and you don't
receive credit for the attempt.
Of course, that's probably the least of your worries at that
point...!
The highest-level Pickpocket Perks, Misdirection and Perfect
Touch, allow you to steal equipped weapons and armor off of a
creature. An excellent trick for a stealthy assassin, there are few
more satisfying ways to take down a difficult foe than to strip them
down to their underwear before stabbing them in the back...
1-5. LIGHT FINGERS (5 RANKS)
Rank 1 : Pickpocketing bonus of 20%. Item weight and value
reduce pickpocketing odds.
Requires: None
# The Elder Bcrcils 4 V
sITyrTm
Rank 2: Pickpocketing bonus of 40%. Item weight and value
^ reduce pickpocketing odds.
Requires: Pickpocket 20, Light Fingers 1
Rank 3: Pickpocketing bonus of 60%. Item weight and value
reduce pickpocketing odds.
Requires: Pickpocket 40, Light Fingers 2
Rank 4: Pickpocketing bonus of 80%. Item weight and value
reduce pickpocketing odds.
Requires: Pickpocket 60, Light Fingers 3
Rank 5: Pickpocketing bonus of 1 00%. Item weight and value
reduce pickpocketing odds.
Requires: Pickpocket 80, Light Fingers 4
6. NIGHT THIEF
+25% chance to pickpocket if the target is asleep.
Requires: Pickpocket 20
Night Thief makes pickpocketing a sleeping character much easier.
Find out where your target sleeps, hide nearby, wait for nightfall,
and then rob them at your leisure. Stacks with Light Fingers.
7. CUTPURSE
Pickpocketing gold is 50% easier.
Requires: Pickpocket 40, Night Thief
8. POISONED
Silently harm enemies by placing poisons in their pockets.
Requires: Pickpocket 40, Night Thief
This is a good way of sapping an enemy's strength, and can
kill many civilians outright. This is a great tactic for some Dark
Brotherhood assassinations.
9. EXTRA POCKETS ★
Carrying capacity is increased by 1 00 points.
Requires: Pickpocket 50, Night Thief
Increases your Max Carry weight by 1 00. This great for any
character, especially if you've been neglecting your stamina when
leveling up.
10. KEYMASTER
Pickpocketing keys always works.
Requires: Pickpocket 60, Cutpurse
Gold and items are great, but keys can be even better once you
have access to a good Fence- go rob a well-to-do character's house
while they're out, and the haul will often be worth far more than
what they were carrying. If you need someone to fence your
stolen goods, join the Thieves' Guild, or take the Speech skill's
Fence perk.
11. MISDIRECTION
Can pickpocket equipped weapons.
Requires: Pickpocket 70, Cutpurse
12. PERFECT TOUCH
Can pickpocket equipped items.
Requires: Pickpocket 1 00, Misdirection
< & TRAINING PART t : SKILL CONSIELIATIONS
UFiltUl EilAli SUUI- VIj'/iVTUIAtli’j'JiUUAl
Speech
Speech allows you to
haggle, bribe, persuade,
and intimidate others to do
as you ask. The higher your
Speech skill, the better the
prices you get when buying
or selling items, and the
Constellation: Path of Shadow 9 reater odds of success
Available Perks: 13 at dialogue challenges. Your
Speech skill doesn't require
any special effort to raise: it increases naturally when you sell
items to a merchant (based on the value of the item), or when
you succeed at a Persuade or Intimidate challenge (based on its
difficulty).
1-5. HAGGLING (5 RANKS) ★
Rank 1 : Buying and selling prices are 1 0% better.
Requires: None
Rank 2: Buying and selling prices are 1 5% better.
Requires: Speech 20, Haggling 1
Rank 3: Buying and selling prices are 20% better.
Requires: Speech 40, Haggling 2
Rank 4: Buying and selling prices are 25% better.
Requires: Speech 60, Haggling 3
Rank 5: Buying and selling prices are 30% better.
Requires: Speech 80, Haggling 4
Haggling significantly improves the prices you get in shops, though
with diminishing returns after the first rank. Even if you don't plan
to focus on Speech, it's worth picking up the first rank of this perk.
6. ALLURE
1 0% better prices with the opposite sex.
Requires: Speech 30, Haggling 1
Allure allows you to get slightly better prices from some merchants.
While this can add up over time, make sure to take advantage of it
by finding merchants of the correct gender. Stacks with Haggling.
7. BRIBERY
Can bribe guards to ignore crimes.
Requires: Speech 30, Haggling 1
This perk allows you to bribe guards to overlook non-violent crimes.
The crime doesn't go away, they just don't arrest you right now.
If you're already a member of the Thieves' Guild, you can do
this for free, so there's no need to spend a Perk on it. This is also
unimportant if you're a law-abiding citizen of Skyrim.
8. MERCHANT ★
Can sell any type of item to any kind of merchant.
Requires: Speech 50, Allure
The Merchant Perk makes the process of selling off your loot
significantly faster, since you no longer need to visit multiple
vendors to sell everything.
9. PERSUASION
Persuasion attempts are 30% easier.
Requires: Speech 50, Bribery
This perk increases your effective Speech score for the purpose of
Persuade challenges. This is rarely necessary, although it can help if
you find yourself struggling with them.
10. INTIMIDATION
Intimidation is twice as successful.
Requires: Speech 70, Persuasion
Like Persuasion, this Perk increases your effective Speech score
for the purpose of Intimidate challenges. Also like Persuasion, it's
rarely necessary, and there's no real reason to take both this and
Persuasion, unless you have a strong roleplaying preference.
11. INVESTOR
Can invest 500 gold with a shopkeeper to increase his available
gold permanently.
Requires: Speech 70, Merchant
Permanently increases the amount of gold that merchants have to
trade with you. Coupled with the Merchant Perk, this makes it even
easier to sell your loot to one just convenient merchant, reducing
your downtime between quests.
12. FENCE
Can barter stolen goods with any merchant you have invested in.
Requires: Speech 90, Investor
If you're already a member of the Thieves' Guild, you may not
need another Fence, although this will make it more convenient
to sell stolen items as it increases the number of Fences you have
access to.
13. MASTER TRADER
Every merchant in the world gains 1 ,000 gold for bartering.
Requires: Speech 1 00, Fence
Alchemy allows you to
create potent potions
and deadly poisons. Their
effects are determined by
the ingredients you use,
but their potency is based
on your Alch&my skill. Youj*
skill increases when you
discover a new ingredient
effect or successfully craft a
potion (based on the value of the potion). It also increases slightly
if you attempt to craft a potion but fail- while you may lose the
ingredients, the experiment is isn't a complete loss.
The Crafting section, beginning on page 41, has extensive
details about the Alchemy system, including a full list of ingredients
and their effects.
1-5. ALCHEMIST (5 RANKS) ★
Rank 1 : Potions and poisons you make are 20% stronger.
Requires: None
Rank 2: Potions and poisons you make are 40% stronger.
Requires: Alchemy 20, Alchemist 1
Rank 3: Potions and poisons you make are 60% stronger.
Requires: Alchemy 40, Alchemist 2
Ronk 4: Potions and poisons you make are 80% stronger.
Requires: Alchemy 60, Alchemist 3
Rank 5: Potions and poisons you make are twice as strong.
Requires: Alchemy 80, Alchemist 4
6. PHYSICIAN
Potions you mix that restore Health, Magicka, or Stamina are
25% more powerful.
Requires: Alchemy 20, Alchemist 1
Physician stacks with the Alchemist perks to make significantly
more powerful restorative potions.
7. BENEFACTOR
Potions you mix with beneficial effects have an additional 25%
greater magnitude.
Requires: Alchemy 30, Physician 1
Benefactor stacks with both the Alchemist and Physician perks, but
improves a broader range of potions than Physician.
8. POISONER
Poisons you mix are 25% more effective.
Requires: Alchemy 30, Physician 1
9-11. EXPERIMENTER (3 RANKS)
Rank 1: Eating an ingredient reveals first two effects.
Requires: Alchemy 50, Benefactor
Rank 2: Eating an ingredient reveals first three effects.
Requires: Alchemy 70, Experimenter 1
Rank 3: Eoting an ingredient reveals all its effects.
Requires: Alchemy 90, Experimenter 2
The Experimenter Perks allow you to learn more effects just
by eating ingredients. If mixing and matching ingredients isn't
something you're interested in, this can help you learn effects
faster. . . but remember that there's a complete table of Ingredient
effects in the Inventory section, and you don't need to learn an
Ingredient's effects (in the game) in order to use it in a potion
or poison.
I3> Alchemy
Constellation: Path of Shadow
Available Perks: 1 5
12. CONCENTRATED POISON
Poisons applied to weapons last for twice as many hits.
Requires: Alchemy 60, Poisoner
Since poisons normally only last for one hit, Concentrated Poison
effectively doubles the strength of all your Poisons. It's definitely
worth taking if you use poisons frequently.
13. GREEN THUMB ★
Two ingredients are gathered from plants.
Requires: Alchemy 70, Concentrated Poison
This perk effectively doubles the plant ingredients you have at
your disposal. More ingredients means more opportunities to craft
potions and poisons, which helps your Alchemy skill increase even
faster. Unless you buy all your ingredients from shops, this is worth
taking this as soon as possible.
14. SNAKEBLOOD
+50% Poison Resistance
Requires: Alchemy 80, Experimenter 1 OR Concentrated Poison
Increases your resistance to poison, which is helpful when fighting
Falmer, Chaurus, or Frostbite Spiders. This stacks with any racial
abilities you may have.
15. PURITY
All negative effects are removed from created potions, and all
positive effects are removed from created poisons.
Requires: Alchemy 100, Snakeblood
Purity "cleans up" your Alchemy results, if they need it. You may
be better off just finding a better combination of ingredients to
achieve the effect you want, though.
THE INVENTORY
STEALTH SKILLS: THE PATH OF SHADOW
f vS,
:♦> TRANiNG
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
J®> Illusion
Illusion Magic manipulates the
minds of those around you,
sending them into a frenzy
or compelling them to flee
in terror. Illusion also offers
a number of useful spells for
a stealthy character, such as
Constellation: Path of Magic lnvisibilit V Dnd Muffle - Your
Available Perks: 13 Illusion skill increases when
you cast a useful Illusion spell
on a valid target. For example, you don't get credit for casting Fear
on a character that's immune to the spell, or Invisibility when no
one is around to see you.
Many Illusion Perks are designed to help you overcome the
major limitation of Illusion magic: the level restrictions on who
your spells can affect. See the Spell List for the individual level
restrictions on each spell, and the Bestiary for a guide to identifying
enemies by level.
1. NOVICE ILLUSION ★
Cast Novice level Illusion spells for half magicka.
Requires: None
2. ANIMAGE
Illusion spells now work on higher level animals.
Requires: Illusion 20, Novice Illusion
Illusion spells now affect animals up to 8 levels higher than the
spell's usual limit. Stacks with all other perks.
3. ILLUSION DUAL CASTING ★
Dual casting an Illusion spell overcharges the effects into an even
more powerful version.
Requires: Illusion 20, Novice Illusion
Dualcasting more than doubles the duration of your Illusion spells,
and allows them to affect targets twice as high as the spell's
level cap would normally permit. This dramatically increases the
effectiveness of all Illusion spells, especially until you begin taking
other Perks in this school to raise those level restrictions. It also
works well for the stealth-focused spells (Invisibility, Muffle), which
could give you away if they wear off too early.
4. APPRENTICE ILLUSION ★
Cast Apprentice level Illusion spells for half magicka.
Requires: Illusion 25, Novice Illusion
5. HYPNOTIC GAZE
Calm spells now work on higher level opponents. Cumulative
with Kindred Mage and Animage.
Requires: Illusion 30, Novice Illusion
Calm spells now affect enemies up to 8 levels higher than the
spell's usual limit. Stacks with all other perks.
6. KINDRED MAGE
All Illusion spells work on higher level people.
Requires: Illusion 40, Animage
Illusion spells now affect people up to 1 0 levels higher than the
spell's usual limit. Stacks with all other perks.
7. ADEPT ILLUSION ★
Cast Adept level Illusion spells for half magicka.
. Requires: Illusion 50, Apprentice Illusion
8. ASPECT OF TERROR
Fear spells work on higher level opponents. Cumulative with
Kindred Mage and Animage.
Requires: Illusion 50, Hypnotic Gaze
Fear spells now affect enemies up to 10 levels higher than the
spell's usual limit. Stacks with all other perks.
9. QUIET CASTING
All spells you cast from any school of magic are silent to others.
Requires: Illusion 50, Kindred Mage
A great choice for any stealth-focused character dabbling in
magic, or any mage interested in stealth. With this Perk, you can
cast spells like Fear or Frenzy while remaining hidden, or recast
Invisibility if it wears off unexpectedly.
10. RAGE
Frenzy spells work on higher level opponents. Cumulative with
Kindred Mage and Animage.
Requires: Illusion 70, Aspect of Terror
Frenzy spells now affect enemies up to 1 2 levels higher than the
spell's usual limit. Stacks with all other perks.
11. EXPERT ILLUSION ★
Cast Expert level Illusion spells for half magicka.
Requires: Illusion 75, Adept Illusion
12. MASTER OF THE MIND ★
Illusion spells work on undead, daedra and automations.
Requires: Illusion 90, Rage OR Quiet Casting
13. MASTER ILLUSION
Cast Master level Illusion spells for half magicka.
Requires: Illusion 1 00, Expert Illusion
Conjuration
Conjuration Spells allow you
to raise the dead, summon
creatures from Oblivion, draw
powerful Bound Weapons
from thin air, and trap the
souls of your defeated
foes. Your Conjuration skill
Constellation: Path of Magic increases when V° u cost °
Available Perks: 16 Conjuration spell and use it
effectively, such as sending
your summoned creature into battle, doing damage with a bound
weapon, or successfully trapping a soul.
1. NOVICE CONJURATION ★
Cast Novice level Conjuration spells for half magicka.
Requires: None
2. MYSTIC BINDING
Bound weapons do more damage.
Requires: Conjuration 20, Novice Conjuration
Improves the damage of bound weapons by 50%. If you use them,
that's a noticeable improvement.
3. CONJURATION DUAL CASTING
Dual casting a Conjuration spell overcharges the spell, allowing it
to last longer.
Requires: Conjuration 20, Novice Conjuration
Dualcasting increases the duration of your Conjuration spells, not
their strength. This is useful if you raise undead frequently- you'll
get more use from your zombies before they turn to ash- but it's
less effective if you primarily conjure creatures, since you can always
conjure them again if the battle is taking a long time to conclude.
4. APPRENTICE CONJURATION ★
Cast Apprentice level Conjuration spells for half magicka.
Requires: Conjuration 25, Novice Conjuration
5-6. SUMMONER (2 RANKS)
Rank 1: Can summon atronachs or raise undead twice as far away.
Requires: Conjuration 30, Novice Conjuration
Rank 2: Can summon atronachs or raise undead three times as
far away.
Requires: Conjuration 70, Summoner 1
This perk allows you to summon Atronachs or raise undead at a
distance. This tends to be less useful in the tight confines of many
dungeons, but works very well outdoors, where you can "throw"
an Atronach well out ahead of you and let it wreak havoc on your
enemies before you even get close (or remain in cover and let your
minion fight for you).
7. SOUL STEALER
Bound weapons cast Soul Trap on targets.
Requires: Conjuration 30, Mystic Binding
Casts Soul Trap on targets hit with your bound weapons. If you're
interested in Enchanting and keep a ready supply of empty soul
gems on hand, this is a great combination. But make sure you
have a gem appropriate to the creature you're killing; don't trap
that Skeever soul in your Grand Soul Gem. Check the Enchanting
section for more information on Soul Gems.
8. ATROMANCY
Double duration for conjured Atronachs.
Requires: Conjuration 40, Summoner 1
Again, the duration of your conjured creatures is rarely an issue,
since you can just resummon them if necessary.
The Bidet Serous* V
s k y rTm
iii
20
TRAINING PARTI: SKILL CONSTELLATIONS
9. NECROMANCY
Greater duration for reanimated undead.
Requires: Conjuration 40, Novice Conjuration
Since undead disintegrate when your spell wears off, Necromancy
significantly increases the effectiveness of these spells. For best
results, take Conjuration Dual Casting and dualcast your spell for an
even longer duration!
10. ADEPT CONJURATION ★
Cast Adept level Conjuration spells for half magicka.
Requires: Conjuration 50, Apprentice Conjuration
11. OBLIVION BINDING
Bound weapons will banish summoned creatures and turn raised
ones.
Requires: Conjuration 50, Soul Stealer
Oblivion Binding works like a powerful Turn Undead or Expel
Daedra spell. It's a good alternative to the single-target versions
of those spells, since it works repeatedly and without any
Magicka cost.
12. DARK SOULS
Reanimated undead have 1 00 points more health.
Requires: Conjuration 70, Necromancy
Increases the health of your undead, allowing you to squeeze more
"life" out of them before they collapse.
13. EXPERT CONJURATION ★
Cast Expert level Conjuration spells for half magicka.
Requires: Conjuration 75, Adept Conjuration
14. ELEMENTAL POTENCY ★
Conjured Atronachs are 50% more powerful.
Requires: Conjuration 80, Atromancy
Elemental Potency makes all Atronachs, including the top-tier
Elemental Thralls, dramatically more powerful without increasing
their casting cost.
15. MASTER CONJURATION ★
Cast Master level Conjuration spells for half magicka.
Requires: Conjuration 1 00, Expert Conjuration
16. TWIN SOULS ★
You can have two atronachs or reanimated zombies.
Requires: Conjuration 1 00, Dark Souls OR Elemental Potency
Twin Souls allows you to have two summoned or reanimated
creatures (or one of each) active at once. Add a Follower to your
adventuring party, and few enemies will even be able to get close
to you!
4-5. AUGMENTED FLAMES (2 RANKS)
Rank 1 : Fire spells do 25% more damage.
Requires: Destruction 30, Novice Destruction
Rank 2: Fire spells do 50% more damage.
Requires: Destruction 60, Augmented Flames 1
6-7. AUGMENTED FROST (2 RANKS)
Rank 1 : Frost spells do 25% more damage.
Requires: Destruction 30, Novice Destruction
Rank 2: Frost spells do 50% more damage.
Requires: Destruction 60, Augmented Frost 1
8-9. AUGMENTED SHOCK (2 RANKS)
Rank 1: Shock spells do 25% more damage.
Requires: Destruction 30, Novice Destruction
Rank 2: Shock spells do 50% more damage.
Requires: Destruction 60, Augmented Shock 1
£> Destruction
Destruction Magic harnesses
the elemental forces of fire,
frost, and shock to obliterate
your foes. This skill improves
when you damage enemies
with Destruction spells, based
on the amount of damage you
Constellation: Path of Magic do. You get the same increase
Available Perks: 1 7 for killing a Frost Troll with
one Fire Storm as for killing it
with ten Lightning Bolts, and no increase at all if it the spell misses
its target.
In addition to its listed damage, each element has its own
innate effect: Flame spells set your enemies on fire (doing damage
over time), Frost spells slow your foes and sap their stamina, and
Shock spells drain their magicka.
1. NOVICE DESTRUCTION ★
Cast Novice level Destruction spells for half magicka.
Requires: None
2. DESTRUCTION DUAL CASTING ★
Dual casting a Destruction spell overcharges the effects into an
even more powerful version.
Requires: Destruction 20, Novice Destruction
Dualcasting more than doubles the damage of your Destruction
spells. This is a great choice, especially at early levels, where
inflicting that extra damage with Flames or Frostbite often means
the difference between life and death.
3. APPRENTICE DESTRUCTION ★
Cast Apprentice level Destruction spells for half magicka.
Requires: Destruction 25, Novice Destruction
10. IMPACT
Most destruction spells will stagger an opponent when dual cast.
Requires: Destruction 40, Destruction Dual Casting
Impact adds a stagger effect to most dualcast spells. Flames,
Frostbite, and Sparks are not included in this set, so you can't
stagger enemies at will, but this can still be a powerful effect,
allowing you to slow an enemy who's trying to close with you, or
giving you a chance to run if you find yourself overwhelmed.
11. RUNE MASTER
Can place runes five times farther away.
Requires: Destruction 40, Apprentice Destruction
Rune Spells allow you to create traps that enemies can trigger. The
Rune Master Perk allows you to place them dramatically farther
away, making it much easier to throw them into an enemy's path
or place them near on existing trap (to create a "killing zone")
without being detected.
12. ADEPT DESTRUCTION ★
Cast Adept level Destruction spells for half magicka.
Requires: Destruction 50, Apprentice Destruction
13. INTENSE FLAMES
Fire damage causes targets to flee if their health is below 20%.
Requires: Destruction 50, Augmented Flames 1
Sure, by the time this perk takes effect, your enemy was almost
dead anyway- but watching a flaming foe run screaming off the
edge of a cliff is just priceless.
14. DEEP FREEZE
Frost damage paralyzes targets if their health is below 20%.
Requires: Destruction 60, Augmented Frost 1
Deep Freeze paralyzes enemies near death, allowing you to kill
them with impunity or turn your attention to more pressing threats.
It often prevents a foe from completing their last attack (or two),
which may be a lifesaver if your health is also low.
15. DISINTEGRATE
Shock damage disintegrates targets if their health is below 1 5%.
Requires: Destruction 70, Augmented Shock 1
Disintegrate effectively increases your damage output, instantly
killing an enemy whenever your shock spells reduce their health
below 1 5%. For pure efficiency, this is the best of the three
low-health perks.
16. EXPERT DESTRUCTION ★
Cast Expert level Destruction spells for half magicka.
Requires: Destruction 75, Adept Destruction
17. MASTER DESTRUCTION ★
Cast Master level Destruction spells for half magicka.
Requires: Destruction 1 00, Expert Destruction
£
4
AVAGIC SKILLS: THE PATH OF SORCERY
TRAN1MG
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
Restoration
Restoration spells
shape life energy,
allowing you to
heal yourself and
your companions,
drive back the
undead, and create
protective wards.
Your Restoration skill
increases when you
use these spells effectively: to heal damage, turn undead, or shield
yourself in combat. It does not increase if you heal someone who is
already at full health, or cast a Turn Undead spell when no undead
are around.
Constellation: Path of Magic
Available Perks: 1 3
1. NOVICE RESTORATION ★
Cast Novice level Restoration spells for half magicka.
Requires: None
2. REGENERATION ★
Healing spells cure 50% more.
Requires: Restoration 20, Novice Restoration
Regeneration makes all healing spells more effective. It has a
low skill requirement, and is definitely worth taking early, when
the concentration spell Healing may be your only restorative
spell. Those few extra points of health a second can make all the
difference during a particularly dangerous battle.
3. RESTORATION DUAL CASTING
Dual casting a Restoration spell overcharges the effects into an
even more powerful version.
Requires: Restoration 20, Novice Restoration
Dualcasting doubles the effectiveness of some Restoration spells
(Healing, Wards) and the duration of others (Turn Undead). But
except in the most dire of circumstances, you're far more likely to
want a weapon in your other hand than a second Restoration spell.
4. APPRENTICE RESTORATION ★
Cast Apprentice level Restoration spells for half magicka.
Requires: Restoration 25, Novice Restoration
5-6. RECOVERY (2 RANKS) ★
Rank 1 : Magicka regenerates 25% faster.
Requires: Restoration 30, Novice Restoration
Rank 2: Magicka regenerates 50% faster.
Requires: Restoration 60, Recovery 1
A fantastic perk for any mage- after all, who can resist having
more Magicka? It's also a fine choice for non-mages who still want
to use magic occasionally, as it helps make up for the Magicka
regeneration they miss out on by not wearing mage robes.
7. RESPITE ★
Healing spells also restore Stamina.
Requires: Restoration 40, Novice Restoration
Respite is ideal for warriors, but less effective for a pure mage,
since you may not use Stamina except when sprinting away.
8. ADEPT RESTORATION ★
Cast Adept level Restoration spells for half magicka.
Requires: Restoration 50, Apprentice Restoration
9. WARD ABSORB
Wards recharge your magicka when hit with spells.
Requires: Restoration 60, Novice Restoration
This perk allows your Wards to absorb 25% of the Magicka from
incoming spells. This is handy if you use Wards extensively, as
the additional Magicka helps to offset their cost and allows you to
maintain them for longer.
10. NECROMAGE
All spells are more effective against undead.
Requires: Restoration 70, Regeneration
Necromage improves all of your spells, not just Turn Undead spells.
Spells with a duration last 50% longer; spells with a magnitude
are 25% stronger. So your Destruction spells now do 25% more
damage to undead.
1 1 . EXPERT RESTORATION ★
Cast Expert level Restoration spells for half magicka.
Requires: Restoration 75, Adept Restoration
12. AVOID DEATH
Once a day, heals 250 points automatically if you fall below
1 0% health.
Requires: Restoration 90
Effectively an "extra life", Avoid Death is a free, passive power
that automatically activates to restore your health when you need
it most. The Restoration skill requirement is steep, but if you can
meet it, it's well worth your time.
13. MASTER RESTORATION ★
Cast Master level Restoration spells for half magicka.
Requires: Restoration 1 00, Expert Restoration
8> Alteration
Alteration spells manipulate
the physical world and its
natural properties. This
school includes some of
the best defensive spells
available (the 'Flesh'
spells), as well as a wide
range of utility spells
like Waterbreathing,
Telekenesis, and Paralysis.
Your Alteration skill increases when you cast a useful Alteration
spell on a valid target. For example, you don't get credit for casting
Oakflesh but never entering combat, casting Waterbreathing but
never entering the water, or Detect Life if no one is around.
Constellation: Path of Magic
Available Perks: 1 4
1. NOVICE ALTERATION ★
Cast Novice level Alteration spells for half magicka.
Requires: None
2. ALTERATION DUAL CASTING
Dual casting an Alteration spell overcharges the effects into an
even more powerful version.
Requires: Alteration 20, Novice Alteration
Dualcasting doubles the duration of most Alteration spells.
Especially at early levels, this primarily affects the "Flesh" line of
spells, so make sure you're using them frequently enough and
really need that extra time before taking this Perk.
3. APPRENTICE ALTERATION ★
Cast Apprentice level Alteration spells for half magicka.
Requires: Alteration 25, Novice Alteration
4-6. MAGE ARMOR (3 RANKS) ★
Rank 1 : Protection spells like Stoneflesh are twice as strong if not
wearing armor.
Requires: Alteration 30, Apprentice Alteration
Rank 2: Protection spells like Stoneflesh are 2.5 times as strong
jf not wearing armor.
Requires: Alteration 50, Apprentice Alteration
Rank 3: Protection spells like Stoneflesh are three times as strong
if not wearing armor.
Requires: Alteration 70, Apprentice Alteration
The Mage Armor perks significantly increases the effectiveness of
"Flesh" line of spells if you're not wearing any armor. If you're
willing to commit to these spells as your primary means of defense,
these perks are incredibly useful. But be sure you're willing to
accept the "no armor" restriction before you invest in them.
7-9. MAGIC RESISTANCE (3 RANKS) ★
Rank 1 : Blocks 1 0% of a spell's effects.
Requires: Alteration 30, Apprentice Alteration
Rank 2: Blocks 20% of a spell's effects.
Requires: Alteration 50, Apprentice Alteration
Rank 3: Blocks 30% of a spell's effects.
Requires: Alteration 70, Apprentice Alteration
These perks are a great way of boosting your defense against
magic, either instead of, or in addition to, the Restoration line of
Ward spells. This is a solid choice for any caster, and is especially
good for Bretons, as it stacks with their racial magic resistance.
10. ADEPT ALTERATION ★
Cast Adept level Alteration spells for half magicka.
Requires: Alteration 50, Apprentice Alteration
11. STABILITY
Alteration spells have greater duration.
Requires: Alteration 70, Adept Alteration
Stability increases the duration of all Alteration spells by 50%. At
this point in the Alteration tree, you may have begun to experiment
with spells like Paralysis, where the longer duration can definitely
make a difference. If you plan to use it extensively, or need even
longer-lasting "Flesh" spells, it's worth taking Stability (and
possibly Alteration Dual Casting as well) to get the most from
each cast.
12. EXPERT ALTERATION ★
Cast Expert level Alteration spells for half magicka.
Requires: Alteration 75, Adept Alteration
13. ATRONACH
Absorb 30% of the magicka of any spells that hit you.
Requires: Alteration 1 00, Expert Alteration
This perk is worthwhile if you still find yourself running low on
Magicka at high levels.
14. MASTER ALTERATION ★
Cast Master level Alteration spells for half magicka.
Requires: Alteration 1 00, Expert Alteration
The 6;, dcr .Scrolls V
SKY RlM
TRAINING PART 1 : SKILL CONSTELLATIONS CHARACTER ARCHETYPES
m
22
Enchanting
Enchanting allows you to
enchant your own magic arms
and armor. Your Enchanting
Skill increases whenever you
enchant or disenchant an item
(based on the value of the
enchantment), and when you
recharge an enchanted item.
Constellation: Path of Magic yvhile initially more difficult to
Available Perks: 1 3 level than Smithing or Alchemy,
Enchanting is especially
powerful in allowing you to maximize your potential with the right
combination of enchantments. If you plan to explore Enchanting
later in your adventure, it's worth disenchanting the magic items
you find early on to build up your Enchanting skill and learn a wide
variety of effects. You may also want to develop your Smithing
skill to ensure you have a ready supply of weapons and armor to
work with. See the Crafting section, beginning on page 41, for
more details.
1-5. ENCHANTER (5 RANKS) ★
Rank 1 : New enchantments are 20% stronger.
Requires: None
Rank 2: New enchantments are 40% stronger.
Requires: Enchanting 20, Enchanter 1
Rank 3: New enchantments are 60% stronger.
Requires: Enchanting 40, Enchanter 2
Rank 4: New enchantments are 80% stronger.
Requires: Enchanting 60, Enchanter 3
Rank 5: New enchantments are 1 00% stronger.
Requires: Enchanting 80, Enchanter 4
The Enchanter perks increase the strength of your Enchantments
across the board, making weapons use fewer charges per hit, and
armor enchantments more powerful. At +20% per rank, it's almost
as effective as the other Enchanting Perks, and much more broadly
useful. Take ranks in this whenever your skill level permits.
6. SOUL SQUEEZER
Soul gems provide 250 extra energy for recharging items.
Requires: Enchanting 20, Enchanter 1
7. FIRE ENCHANTER
Fire enchantments on weapons and armor are 25% stronger.
Requires: Enchanting 30, Enchanter 1
The Fire, Frost, and Storm Enchanter perks enhance enchantments
of their element. While these effects appear on both weapons and
armor, they're most important on weapons, and as you only need
one weapon at a time, you may want to take the Fire Enchanter
perk early and save the other two for later.
8. FROST ENCHANTER
Frost enchantments on weapons and armor are 25% stronger.
Requires: Enchanting 40, Fire Enchanter
9. SOUL SIPHON
Death blows to creatures, but not people, trap 5% of the victim's
soul, recharging the weapon.
Requires: Enchanting 40, Soul Squeezer
10. INSIGHTFUL ENCHANTER
Skill enchantments on armor are 25% stronger.
Requires: Enchanting 50, Enchanter 1
11. STORM ENCHANTER
Shock enchantments on weapons and armor are 25% stronger.
Requires: Enchanting 50, Frost Enchanter
12. CORPUS ENCHANTER
Health, magicka, and stamina enchantments on armor are 25%
stronger.
Requires: Enchanting 70, Insightful Enchanter
13. EXTRA EFFECT ★
Can put two enchantments on the same item.
Requires: Enchanting 100, Storm Enchanter OR Corpus Enchanter
Extra Effect allows you to apply two enchantments to any
item. Double-enchant everything you have, and you'll notice a
tremendous leap in your power level!
<$ CHARACTER ARCHETYPES $>
The following sample characters are a rogues' gallery of battle-hardened adventurers, with races, skills, perks, and equipment chosen to maximize their effectiveness. They have titles like
"Battlemage," "Berserker," or "Assassin," but these labels only describe their specialties; they don't appear in game. This is because you can literally create any type of character you wish, focus
on any combination of Skills and Perks, carry and wield any weapon or spell - and choose any type of reaction to enemies and citizens of this world. But if this infinite flexibility leaves you feeling a
little overwhelmed, the following Archetypes are a good place to start.
While these Archetypes have been tuned to perform well at their specific style of play, you should feel free to adapt them to suit your particular skills or interests. They are here to aid you in
understanding how the choices you make can affect your character, and guide you in developing an effective style of play. Remember to cross-reference the following information with the section on
Skills, Perks, Items, and Followers for more information. *
Character Archetype Legend
Title: The style of play the character primarily exhibits.
Race: The character's race; picked to accentuate the style of play.
Gender: This has no effect on the character, aside from occasional citizen reactions.
Statistic Focus: How to distribute the Health, Magicka, and Stamina bonuses you receive
when leveling up.
Primary Skills: Two key skills that govern the character's style of play; these should be
raised as quickly as possible.
Secondary Skills: Two other skills important to the character that should be developed
heavily.
Stone Ability: Which of the Stones of Power you should visit to receive an ability from.
Essential Perks: The Perks most critical to the character's development; you should always
purchase these as they become available. Once Essential Perks are purchased, consider
buying other Perks from your Primary Skills, and then your Secondary Skills.
Weapons: The type of combat this character is best suited to (such as melee, spells, bow
and arrows).
Armor: The type of outfits and/or armor you should seek out (or Craft).
Follower: A Follower or Hireling that compliments this style of play.
Archetype Advice: Useful tips and plans for progression as you explore Skyrim.
$
4
TRANIMG
<g j MA GIC SKILLS: THE PATH OF SORCERY OVERVIE W ^ C^ >
THE BESTIARY QUESTS
THE INVENTORY
TEAS OF SKYRIM
APPENDICES AND INDEX
rv
\y The Warrior
Race: Nord
Gender: Male
Statistic Focus: Health 60% /
Stamina 40%
Primary Skills: One-Handed, Block
Secondary Skills: Light Armor,
Archery
Stone Ability: Warrior Stone
Essential Perks:
Armsman
Fighting Stance
Power Bash
Disarming Bash
Elemental Protection
Agile Defender
Weapons: One-Handed Weapon and Shield; Bow and Arrows for backup.
Armor: Light Armor; with your Shield for defense, Heavy Armor will just weigh
you down.
Follower: You can command the attention of your foes in melee combat, so take a
ranged Follower to maximize your damage potential. Marcurio and Jenassa are both
good choices.
ARCHETYPE ADVICE:
As a Nord, you startwith bonuses to your most critical Skills, and Racial abilities that
help you thrive in the thick of combat.
Before each combat, quickly take stock of the area and decide where you want
the fight to take place; give yourself enough room to maneuver, but don't let your
enemies surround you. Your shield is useless against attacks from behind.
Stand your ground and let the enemy come to you. Use your bow to fire off a few
shots from range before switching back to a weapon and shield for melee combat
(switch using Favorites).
Hold the attention of your foes. If enemies begin to target your Follower, take them
down quickly so your Follower can return to their own attacks.
Don't hesitate to fall back if you feel like you're getting overwhelmed, or if enemies
begin to flank you. A doorway or narrow hall won't leave you much room to
maneuver, but it will ensure you only have to address one enemy at a time.
If you do find yourself surrounded, invoke your Battle Cry Power to scatter your foes
and give yourself a few seconds to recover and reposition.
Master the rhythm of combat, and learn how to use your attack, power attack, and
shield bash for greatest effect.
One-Handed Perks like Armsman and Fighting Stance improve your damage output,
but don't forget to take Block Perks as well: Power Bash, Disarming Bash, and
Elemental Protection are all critical to taking full advantage of your shield's potential.
If you can block attacks effectively, you won't take much damage, making Light
Armor an efficient choice that allows you to remain mobile in combat. If you find
yourself struggling, you can always switch to Heavy Armor instead.
While you may not take many Perks in Archery, it's always a good idea to keep a
bow on hand for pulling enemies or taking out a lone sniper.
The Warrior Stone is a solid choice, helping three of your four major skills increase
more quickly.
Th.e Si'.dtr V
so rTm
J3> The Mage
Race: High Elf
Gender: Female
Statistic Focus: Magicka 80% /
Health 20%
Primary Skills: Destruction,
Conjuration
Secondary Skills: Illusion,
Restoration
Stone Ability: Mage Stone
Essential Perks:
Spellcasting Rank Perks
Destruction Dual Casting
Augmented Flames, Frost,
or Shock
Summoner
Elemental Potency
Illusion Dual Casting
Weapons: Spells
Armor: Mage Robes. Always take the highest Magicka Regeneration rate robe you
can find. Then look for more gear that increases your regeneration, adds to your total
Magicka, or decreases the cost of your spells.
Follower: Keep a heavily-armored warrior at your side to hold foes at bay. Vorstag
and Lydia are both good choices, especially early on.
ARCHETYPE ADVICE:
As a High Elf Wizard, you'll have the
highest starting Magicka of any race,
and can maintain that advantage
by focusing on Magicka bonuses as
you level.
When even that's not enough, call on
your Highborn Racial power to sustain
your casting in even the longest battles.
Highborn is your lifeline; make sure
it's your active Power (and a Favorite)
unless you need to use something else,
and switch back to it when you're done.
Prepare for each battle by summoning a
creature, then start the fight with your
best Destruction spell from range.
In combat, expect to spend most of
your time casting Destruction and
Restoration spells.
Learn what each type of Destruction
spell is best at and how to use them
effectively.
Take advantage of the spells' secondary
effects; spray a room with flames to
set your foes on fire, or hit a foe with
ice from a distance to slow them down,
allowing you to keep casting as they
struggle to advance.
When not dualcasting, keep a ward in
hand to deflect blows and shield yourself
from enemy spells.
This is a powerful but fragile character;
while you have plenty of Magicka to cast
devastating spells, your health is low and
your defenses are weak, putting you in
serious risk if attacked directly.
Let your Follower and summoned
creatures distract enemies and soak
up damage while you focus on taking
out each foe in turn. If your summoned
creature is destroyed, resummon it
immediately.
Keep a close eye on your Health and cast
Healing or Fast Healing when needed, or
drink a potion (remember you can tag
Potions as Favorites).
If an enemy closes to melee range,
check their health and quickly decide
whether to keep your Ward up and
maintain your attack, or escalate by
Dualcasting Destruction (fora quick
takedown), Fear (to send them
running), or Calm (so you can escape).
When in doubt, remember that your
robes are lighter than your enemies'
armor. Sprint to make a clean getaway,
or tactically retreat to put some distance
between yourself and your foes so you
have time to finish one more spell.
Because of your low health and
ever-increasing need for Magicka,
you'll use potions at a faster rate
than most other characters. For this
reason, consider taking up Alchemy to
supplement what you find in dungeons
and save your gold.
As with all mages, buy Spell Tomes!
This should always be your top shopping
priority. Join the College of Winterhold
early for convenient access to all the best
spell vendors.
The Mage Stone is a solid choice for
this character, allowing you to quickly
increase your Skills and master a wide
range of spells across all diciplines.
2A
TRAINING PARTI : CHARACTER ARCHETYPES
The Archer
Race: Wood Elf
Gender: Male
Statistic Focus: Health 80% /
Stamina 20%
Primary Skills: Archery, Sneak
Secondary Skills: Light Armor,
Block
Stone Ability: Thief Stone
Essential Perks:
Overdraw
Eagle Eye
Power Shot
Quick Shot
Stealth
Deadly Aim
Weapons: Bow and Arrows; the best you can afford. Ideally, find a bow with a fire,
frost, or shock enchantment for even more damage. Keep a One-Handed weapon
for backup.
Armor: Light Armor, for protection without sacrificing speed and stealth.
Follower: For an aggressive choice, take Jenassa or Faendal. For a sturdier
companion, try a warrior like Vorstag or Argis.
ARCHETYPE ADVICE:
As a Wood Elf, you excel at stealth archery, with bonuses in all your critical skills.
If you spot an enemy, drop into a stealth crouch immediately, then creep closer and
start the battle with a sneak attack for maximum damage.
Use your bow exclusively to raise your Archery skill as quickly as possible. When
rushed by an enemy, bash them with your bow, then back up and keep firing.
Every single Archery Perk is worthwhile for the stealth archer; the real choice is not
what perks to take, but when to take them.
Always take Overdraw whenever your skill allows it. A 20% damage bonus per shot
is justtoo good to pass up.
Want more help lining up your shots? Take Eagle Eye and Steady Hand.
Need to increase your damage output? Grab Deadly Aim and Power Shot.
Don't neglect your Sneak skill, either. Practice sneaking up on even low-level
enemies, or your skill may not be high enough to help you when it really matters.
Take Light Armor to gain some protection .without sacrificing your ability to Sneak
effectively. It also won't hamper your mobility as mucfT, allowing you to dodge or
back away as you continue to fire at an especially persistent foe.
Block is a good choice for another skill. While you can't take advantage of its Shield-
specific perks, Power Bash and Disarming Bash work just as well with a bow, and
give you an opening to make one last shot at point-blank range.
Stat bonuses are less important for your character than most, since many of your
foes will never make it to melee range. A high Health never hurts, but take a little
Stamina as well to ensure you can bash when you really need to.
When assaulting an outdoor Camp or Redoubt, find a nearby predator and use
Command Animal on them. If your first shot isn't quite enough to take out the
sentries, your new pet wolf or bear will probably do the job; or at least keep them
at bay.
The Thief Stone is a good match for the Sniper, helping your Sneak and Light Armor
skills keep pace with your Archery and ensuring they remain effective.
f3> The Berserker
Race: Ore
„ . . * - -- --- .
Gender: Male
,J§
Statistic Focus: Health 50% /
Stamina 50%
Primary Skills: Two-Handed, Heavy i
i f/ -tK .4 V'V
Armor
Secondary Skills: Smithing, Block
Stone Ability: Lord Stone
Essential Perks:
Barbarian
Champion's Stance
Juggernaut
" ~ ■§ *■_ '
Well-Fitted
Tower of Strength
T I
Power Bash
Weapons: Two-Handed Weapon, the strongest you can find.
Armor: Heavy Armor, for added defense.
Follower: Find a melee Follower who can wade into combat at your side: Stenvar
is an aggressive choice, while Belrand offers more versatility. When fighting in the
wilderness, take along an animal companion as well; both Vigilance and Meeko will
help distract your foes.
ARCHETYPE ADVICE:
As an Ore, you have solid skill bonuses and use of the deadly Berserk Power.
Charge into combat and hit hard. Your attacks may be slow, but they connect with
devastating force, staggering foes and dealing massive damage.
Power Attacks are critical to using Two-Handed Weapons effectively, so boost your
Stamina and take Perks that improve them, especially Champion's Stance.
Your greatest risk is wading into the thick of combat and becoming surrounded. Keep
a Follower and/or animal companion with you to divide your enemies' focus and
keep their numbers manageable.
If you do find yourself surrounded, invoke your Berserk power to increase your
damage resistance and gain the damage bonus you need to carve a path through
your foes.
This is not a traditional berserker: Instead of hides and war paint, outfit your warrior
in a full suit of heavy armor to offset the lack of a protective shield or spell. With the
right Heavy Armor Perks, you can shrug off even the most powerful blows.
The Lord Stone improves your defenses even further, allowing you to endure
whatever your adversaries can throw at you.
Remember that parrying an attack with your weapon counts as a block. While the
shield-based perks in the Block constellation won't be of use to you, you can still
take advantage of perks like Power Bash or Disarming Bash.
Since your combat style relies exclusively on your weapons and armor, Smithing
makes a great supporting skill, allowing you to forge and improve your own gear.
4
TRANfNG
THE INVENTORY
THE WARRIOR THE MAGE THE ARCHER THE BERSERKER
THE BESTIARY QUESTS ATLAS OF SKYRIM
APPENDICES AND INDEX
B
L The Spellsword
Race: Dark Elf
Gender: Female
Statistic Focus: Health 40% /
Magicka 30% / Stamina 30%
Primary Skills: One-Handed,
Destruction
Secondary Skills: Light Armor,
Illusion
Stone Ability: Lover Stone
Essential Perks:
Armsman
Fighting Stance
Destruction Rank Perks
Augmented Flames, Frost,
or Shock
Impact
Agile Defender
Weapons: One-Handed Weapon and Spell
Armor: Light Armor for speed and mobility. For best results, look for enchanted
armor that increases your maximum Magicka or Magicka regeneration rate.
Follower: If you want a friend to absorb damage, find a warrior like Lydia or
Vorstag. For a more ranged support, take Jenassa or Marcurio.
ARCHETYPE ADVICE:
As a Dark Elf, you may have to work a little harder to increase your One-Handed Skill
(which doesn't start with a bonus), but your other Skills are an excellent fit.
A Spellsword is all about flexibility, switching between weapons and spells as the
situation demands, aggressively creating and exploiting enemy weaknesses.
Use Destruction spells to soften up foes from a distance before they can close to
melee range. Hit weaker enemies with fire spells to quickly cut down their health,
use frost on stronger foes to slow their approach, and target mages with shock
spells.
In melee combat, your best defense is a good offense.
Early on, spray Flames or Sparks with one hand while you hack away with your
weapon; you'll be surprised at how quickly your enemies fall.
As time goes on, staggering foes becomes increasingly important. Take Fighting
Stance (which allows you to Power Attack more frequently) and Impact (to allow
your spells to stagger enemies as well).
Use your Ancestor's Wrath Racial Power to inflict even more damage in close combat.
At later levels, Destruction's line of Cloak spells is more powerful, but Ancestor's
Wrath may still be useful if you need to conserve Magicka.
Although most of your attention will be on offense, learn a Ward spell for better
protection when fighting Mages, or a "Flesh" spell (Oakflesh, Ironflesh, etc.) for
an armor boost against hard-hitting warriors. Both will supplement your defenses
without slowing you down.
Try to balance your One-Handed and Destruction skills. If either falls too far behind,
you may not be able to rely on it when you need it most.
Don't neglect Light Armor Perks, either. Without a shield or the ability to block,
you're reliant on your armor and spells for protection.
Illusion spells like Fear and Frenzy are helpful at disrupting large groups of foes,
allowing you to concentrate on each enemy in turn without becoming overwhelmed.
Since your skills are so wide-ranging, the Lovers Stone is a good choice to help all of
them advance quickly. If you notice any of them starting to fall behind, switch to a
more specific stone (Warrior, Mage, or Thief) to balance them out again.
m
£> The Necromancer
Race: Breton
Gender: Male
Statistic Focus: Magicka 70%/
Health 30%
Primary Skills: Conjuration, Illusion
Secondary Skills: Alteration,
Restoration
Stone Ability: Ritual Stone
Essential Perks:
Spellcasting Rank Perks
Conjuration Dual Casting
Necromancy
Dark Souls
Mystic Binding
Mage Armor
Weapons: Spells, Bound Weapons
Armor: Mage Robes. Always take the highest Magicka Regeneration rate robe you
can find. Then look for more gear that increases your regeneration, adds to your total
Magicka, or decreases the cost of your spells.
Follower: Bring a tough, high-damage Follower to create corpses you can resurrect.
Stenvar or Ahtar are good choices.
ARCHETYPE ADVICE:
As a Breton, you have strong skill bonuses and a fantastic resistance to magic.
Prepare for each fight by casting your best Flesh spell (Oakflesh, Ironflesh, etc.).
Early on, this is expensive - you may want to wait a few seconds to let your
Magicka recover - but it becomes less of an issue as your Magicka improves.
Necromancy has one major drawback: you need fresh corpses to resurrect. When you
approach a combat, quickly size up your options and decide how to proceed:
If there are any dead bodies lying around, exploit them! Raise the corpse, and your
new zombie will charge in ahead of you.
Against a group of foes, try an Illusion spell like Frenzy. One enemy may well kill
another, giving you fresh zombie material.
Or conjure a hound weapon and attack. Work with your follower to quickly take
down the first enemy, resurrect them, and then take on the remaining foes with your
new ally.
With only your Flesh spells to protect you, you're susceptible to damage in melee
combat. If an enemy rushes you, use Illusion spells like Fear or Calm to stop their
attack and escape, or conjure a Bound Weapon to quickly cut them down.
When confronting mages, call on your Dragonskin Power to absorb their spells as
Magicka and use it to power your own spells. For even more resilience, cast a Ward-
combined with your innate magic resistance, this can make you almost invulnerable.
If a battle is taking a long time to conclude, rush out into the center of the battlefield
and invoke the Ritual Stone's Power to raise all the surrounding dead at once,
creating a zombie army to quickly overrun your opposition!
When combat has ended, your work has not- resurrect one final zombie before
moving on. You never know what lurks around the next corner.
As with all mages, buy Spell Tomes! This should always be your top shopping
priority. Join the College of Winterhold early for convenient access to all the finest
spell vendors.
te
Tr.t Sersi's V
s T< y rT m
TRAINING PARTI: CHARACTER ARCHETYPES
nm \
The Assassin
Race: Khajiit
Gender: Female
Statistic Focus: Health 60% /
Magicka 20% / Stamina 20%
Primary Skills: Sneak, One-Handed
Secondary Skills: Alchemy,
Pickpocket
Stone Ability: Shadow Stone
Essential Perks:
Stealth
Backstab
Assassin's Blade
Armsman
Dual Flurry
Dual Savagery
Weapons: Dual One-Handed Weapons (move to daggers once you take Assassin's
Blade). Keep a bow on hand for situations where no good stealth route is available,
and for misdirecting foes.
Armor: Light Armor, for protection without sacrificing speed and stealth.
Follower: None. Or take a warrior such as Iona or Vorstag, but have them wait at
a distance in case you need the backup. Stealth is tricky enough without having to
worry about a Follower.
ARCHETYPE ADVICE:
As a Khajiit, you startwith the Sneak and One-Handed skills needed to be an
effective assassin, and bonuses to your Archery, Alchemy, and Lockpicking skills for
support.
For you, every encounter is a puzzle waiting to be solved. If you spot an enemy,
drop into stealthy crouch immediately, then look for a way to sneak up behind them
for a lethal back-stab.
When assaulting an exterior camp or ruin, you may have better luck at night, when
the cover of darkness provides better concealment. Weather matters, too: a stormy
night offers better concealment than a clear one.
In dungeons, look for alternate paths and ways to get the drop on your foes.
In Crypts and Catacombs, your high Sneak skill may allow you to slip past the Draugr
without disturbing their rest. But don't hesitate to lash out with a preemptive attack;
few things are more satisfying than ambushing a foe before they can ambush you.
Sneak is your most critical skill. At early levels, it mayjte difficult to sneak up on an
enemy without being spotted, but keep practicing! You'll be amazed at how well
you can avoid detection once your skill is high enough.
As an Assassin, you need a fast, powerful offense to cut down your foes before they
can retaliate. Take Perks in One-Handed and Sneak to increase your damage output
as much as possible.
Alchemy is a great supporting skill; poisons make every strike count, while potions
can restore your health and shore up your otherwise-fragile defenses. Don't forget to
add both Potions and Poisons to your Favorites.
Pickpocket is also worth exploring. With your high Sneak skill, you should have little
trouble concealing yourself from townsfolk (which improves your odds of success).
At low levels, you can pilfer items for a little extra gold or the occasional enchanted
treasure. But the real reward comes at higher levels, where you can steal the
weapons and armor off your foes before stabbing them in the back.
Use your racial Night Eye Power whenever you want better visibility. This is ideal for
a stealthy character; it is free, unrestricted, and absolutely silent.
The Shadow Stone's Power gives you free use of Invisibility once per day. Even if you
learn the Invisibility spell, this can still be useful, giving you a chance to disengage
with foes and make your escape, or set up another sneak attack.
U> The Battlemage
Race: Imperial
Gender: Male
Statistic Focus: Magicka 60% /
Health 40%
Primary Skills: Destruction,
Restoration
Secondary Skills: Illusion, Heavy
Armor
Stone Ability: Apprentice Stone
Essential Perks:
Spellcasting Rank Perks
Illusion Dual Casting
Destruction Dual Casting
Augmented Flames, Frost, or
Shock
Recovery
Juggernaut
Weapons: Spells, supplemented by staffs or a one-handed weapon as needed.
Armor: Heavy Armor, ideally enchanted to increase your Magicka or Magicka Regen.
Follower: As a spellcaster that can stand up to melee combat, almost any Follower
can complement your skills. Belrand or Stenvar are both good choices for a more
aggressive melee companion.
ARCHETYPE ADVICE:
As an Imperial, you have the right
mixture of magic and martial skills
needed to succeed as a Battlemage.
Long a respected profession in Tamriel,
the Battlemage combines the mage's
power and versatility with a warrior's
durability. Though magic is your
primary focus, you can endure the
rigors of melee combat if needed.
As a Battlemage, you can choose your
own approach to any combat situation:
Use Destruction spells to blast foes
from a distance, or pull them in, where
you can switch to a Dualcast spell to
finish them off.
Use Restoration spells to sustain
yourself or strengthen your allies.
Use wards to protect yourself from
Mages, while countering their
elemental magic with your own.
Use Illusion spells to weaken and
disrupt groups of foes at range.
Dabble in Conjuration to summon allies
or raise the dead, or try Alteration for
an even stronger defense in melee.
Without the benefit of enchanted
robes, your Magicka will regenerate
far more slowly than a pure Mage's,
severely restricting your spellcasting.
You have options here, too:
Take more Magicka bonuses when
leveling up to increase your maximum
Magicka.
Invest in (or make) armor and items
that fortify your Magicka or Magicka
regeneration.
Take Restoration's line of Recovery
perks, which increase your regeneration
rate.
Draw on the Apprentice Stone's power
to increase your Magicka regeneration
rate, and offset the lower magic
resistance with other items or wards.
Keep staffs, scrolls, or a melee weapon
as back-up, just in case.
Destruction is your primary means of
damaging your foes. Take new ranks in
Destruction as they become available,
as well as any other Perks you can use
increase your damage output.
Restoration provides you with magical
wards to supplement your armor, and
healing spells to sustain yourself and
your allies.
Illusion spells allow you to disrupt
larger groups of foes, and to fortify
your companions in battle.
Heavy Armor is what sets a Battlemage
apart from any other wizard. While the
Juggernaut perks are important, you
will probably need to put spellcasting
rank Perks ahead of the other Heavy
Armor perks.
If you find yourself surrounded, don't
forget to use your Voice of the Emperor
ability to pacify nearby foes, giving you
time to make a tactical retreat.
You might also consider a different
race: A Breton Battlemage can take the
Apprentice Stone with less of a penalty
due to their innate magic resistance,
while a High Elf Battlemage will have a
higher starting Magicka and the benefit
of their racial Highborn ability.
IRANI NG
— <g j [HE 5PELLSWQRD THE NECROMANCER THE ASSASSI N THE BATTLEMAGE £ §>
THE INVENTORY THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX
p,
The Weaponmaster
Race: Redguard
Gender: Female
Statistic Focus: Health 60% /
Stamina 40%
Primary Skills: One-Handed,
Heavy Armor
Secondary Skills: Archery,
Enchanting
Stone Ability: Steed Stone
Essential Perks:
Armsman
Fighting Stance
Dual Flurry
Dual Savagery
Juggernaut
Well Fitted
Weapons: Two One-Handed Weapons (Dual-Wielding), Bow and Arrows for backup.
Armor: Heavy Armor for maximum defense.
Follower: You can hold your own in melee combat, so bring a ranged follower like
Marcurio or lllia for ranged support.
ARCHETYPE ADVICE:
As a Redguard, your One-Handed skill bonus is magnified by a dual-wielding combat
style, making you a whirlwind of destruction in close combat.
Choose how to address each battle.
In some cases, you may be better off rushing your foes to engage them as quickly as
possible, before they can ready their defenses.
At other times, you may want to find a defensible position (such as a doorway or
higher ground) and let your enemies come to you. Use a bow to draw your foes to
you, then switch back to your weapons as your foes close in.
Attack relentlessly. One-Handed Perks like Dual Flurry allows you to strike more
quickly, while Dual Savagery improves the strength of your Dual Power Attack.
Since you can't block while wielding two weapons, take Heavy Armor for the extra
defense; you'll appreciate the additional resilience in combat.
Enchanting is especially effective for a dual-wielding warrior, since you can apply a
different enchantment to each weapon; or double up for a stronger effect. You may
also want to consider Smithing to forge and improve your own weapons and armor.
Early on, the Steed Stone is a great choice for offsetting the weight and movement
penalties of Heavy Armor. If you decide to take Heavy Armor's Conditioning Perk,
switch to the Lord or Lady Stones for more active combat bonuses.
Don't forget about your Adrenaline Rush Power, which can rapidly refill your Stamina
during an extended battle, allowing you to sustain a flurry of power attacks.
3^ i
| 3 > The Rogue
Race: Argonian
Gender: Female
Statistic Focus: Health 40% /
Magicka 40% / Stamina 20%
Primary Skills: Sneak, Illusion
Secondary Skills: Archery,
One-Handed
Stone Ability: Serpent Stone
Essential Perks:
Stealth
Illusion Rank Perks
Illusion Dual Casting
Quiet Casting
Overdraw
Armsman
Weapons: Spells, Bow and Arrows, One-Handed Weapon for backup.
Armor: Light Armor, ideally with enchantments to improve your Magicka or Magicka
Regen.
Follower: Seek out a stealthy archer like Jenassa or Faendal.
ARCHETYPE ADVICE:
As an Argonian, your natural abilities skills provide a solid foundation for a stealthy
character, though your magic skills will take a little more time to build up.
The Rogue is a hybrid mage-thief. Less narrowly focused than most of the other
archetypes, it offers a great deal of versatility, and is a fun choice if you enjoy toying
with your enemies instead of assaulting them directly.
When you spot a foe, drop into a stealthy crouch and creep closer to assess the
situation. You have a range of options at your disposal:
Cast Invisibility and Muffle and sneak past your foes undetected.
Cast Frenzy or Fear to disrupt and disorient them.
Fire a well-placed arrow to catch a foe's attention and lure them into a trap.
Snipe a foe from range, starting combat with a devastating sneak attack.
Creep closer and backstab for maximum damage.
Once combat begins, don't hesitate to attack with bow or blade. If you want to take
on a foe directly, draw a second weapon to deal even more damage.
If you feel yourself getting overwhelmed, pull out an ace:
Cast Fear to send your enemies running, then pelt them with arrows as they flee.
Cast Calm to stop combat for a moment, giving yourself time to quaff a potion or
make a tactical retreat.
Call on the Serpent Stone's Power to paralyze a foe and take them out of the fight
completely. This gives you time to heal, deal with other enemies, or slaughter the
now-helpless foe at your leisure.
Your Histskin Power is an amazing racial ability, capable of pulling you back from the
brink of death. Give it a few seconds to do its work, then wade back into the thick
of combat.
With such a wide array of tactics at your disposal, you can find a solution to any
challenge. Focus on the core improvement perks for each skill (Stealth, Illusion
Ranks, Armsman, and Overdraw) to make sure each tactic remains viable, then
branch out depending on what seems most useful to you.
If you have any perks left over, explore Lockpicking or Pickpocket to take advantage
of your racial skill bonuses and complete your stealthy arsenal.
The 6j»de; Scroll* V
s“ky rIm
TRAINING PART 1 : CHARACTER ARCHETYPES
<$ TRAINING PART 2:
COMBAT, DEVELOPMENT, AND CRAFTING
This section explores the vast array of actions and activities you can perform in Skyrim. Advice is given on how to improve your character as you level up,
crucial tactical details on all facets of combat and exploration (indudeing Shouts) are provided, and Crafting systems are explained in detail.
Leveling Advice
Tactically Level Up
during a particularly
frightening combat ,
as shown.
As your skills increase, you
gradually make progress
towards gaining a level. There
are several aspects of this
process worth taking a closer
look at:
Improve what you use: The Skills you use will improve naturally as you use them. There
is no need to go out of your way to improve a skill you never plan to use; this doesn't level
your character any faster, and won't make your character any stronger or more effective.
Use what you improve: When selecting perks, be sure you're ready to take full
advantage of them. For example, don't purchase Adept-level Magic Perks until you have
Adept-level spells to cast. Don't take Enchanting Perks unless you're planning on Enchanting
something in the immediate future.
Patience and Perks: If you aren't sure which perk to choose when you Level up, or find
yourself a few Skill points away from a perk you really want, it is usually better to save the
choice for later. This gives you more flexibility and allows you to change your mind. Remember,
once you select a perk, you can't take it back!
Tactical Leveling: Leveling up fully restores your Health, Magicka, and Stamina. This can
literally save your life if you find yourself bereft of potions during a difficult battle. For example,
if you gain a level while exploring a dungeon, you may want to wait and level up during the
final (or most difficult) fight. Conversely, there's no point in hoarding Levels; once you begin
leveling up, you must claim all of the levels you've earned.
COMBAT IMPROVEMENT
By now, you should have skills that aid you in dispatching enemies through melee, ranged, or
magical attacks. This section offers advice on maximizing your combat potential no matter how
you decide to fight your foes.
£> General Advice
Don't overlook your
Shout or Powers ;
they can win the fight
for you!
As you set off to explore
the realm, you may be
overwhelmed with the choices
you can make. But remember
this following sage advice, and
you'll thrive in the wilds of Skyrim!
Conserve your Resources: Your three statistics - Health, Magicka, and Stamina - are
all resources you need to conserve. If you sprint into battle (using Stamina), recast your spells
right before heading into battle (Magicka), or push on after a difficult battle without pausing
to recover your Health, you're at a disadvantage. Stop and wait for a moment (optionally
swigging down a potion) to ensure all three stats have recovered fully before you continue.
Remember your Shouts and Powers: While most of your attention will be on the
weapons, spells, or shield in your hands, remember that you have a third option at your
disposal. Shouts and Powers are among your most devestating abilities: they don't cost
anything to use, and they can dramatically turn the tide of battle in your favor. Make sure to
Favorite them, and always know which one you have equipped. Then call on them whenever
you need a some additional offensive firepower.
Consumable Consumption: Do you find yourself struggling against a particularly
troublesome set of foes? Then stop, rummage around in your inventory, and see if you have an
item that might help. This could be a healing or fortifying potion, a poison for your weapon, or
a Scroll with a powerful magic effect. Don't hoard scrolls; use them!
Active Effects: It's easy to forget about the Brain Rot you contracted a few hours ago, or
not to notice when a blessing or buff has worn off. Check the Active Effects list in the Magic
menu every so often to ensure you know what is ailing or enhancing you.
The Favorites Menu: Discussed later in this chapter, the Favorites Menu not only allows
you to quickly switch between weapons and spells, but opening it also pauses time without
blocking your view, giving you time to consider your next move.
Save Early. Save Often! Although the game saves your progress automatically, it's always
prudent to make a save before trying something dangerous, like running down a hallway lined
with swinging blades or investigating that ominous-looking tomb. ^
Tuning in the Difficulty: The System > Settings > Gameplay menu allows you to change
the game's difficulty at any time - even during combat - which you should try if you're really
struggling, or you're having too easy a time. Adjust this to suit your preferences.
£> Melee Combat
T o maximize your potential in melee combat, choose a weapon you like, learn its rhythm,
improve the associated perks, and try to find (or forge) the most potent version of it that you
can. If you have problems effectively bringing down foes, be sure you know how to respond to
and counter their attacks.
Choose your weapon: Early in your adventure, try out a variety of weapons and combat
styles and see what works best for you. Do you prefer one or two-handed weapons? If you
enjoy wielding a one-handed weapon, do you want a shield, spell, or another weapon in your
free hand? Then figure out whether daggers (fast, lowest damage), swords, axes, or maces
(slow, highest damage) are your favorite. By learning what you're most comfortable wielding,
you can choose the perks that compliment that style.
i
TRANiMG
— C
THE INVENTORY
CHARACTER ADVANCEMENT COMBAT IMPROVEMENT
THE BESTIARY QUESTS ATLAS OF SKYRIM
APPENDICES AND INDEX
The Rhythm of Combat: Once you've settled on a weapon or combat style, practice your
tactics. Remember that you and your opponent have a regular Attack, a Power Attack (holding
the attack button down for a slower but more damaging strike), Block (raising your shield or
weapon to deflect an enemy blow), and Bash (hitting your foe with a shield or the flat of a
weapon). Try to get a feel for how long it takes you to perform these actions with your chosen
weapon, and how long it takes for your enemies to do the same. As your sense of timing
improves, you can better decide whether to attack or defend during a fight, and choose your
tactics more strategically.
Observe and Counter: Combat involves more than just attacking. You can take down
enemies faster and more effectively by observing their actions and choosing the appropriate
counter.
Block if your enemy uses
a regular attack.
Bash if your enemy uses
a Power Attack to quickly
interrupt and stagger them.
Power Attack if your
enemy is blocking to break
their block and stagger them.
Attack swiftly if your
enemy is staggered to cut them
down.
Wearing a Cloak: The Destruction line of Cloak Spells (Flame, Frost, and Lightning) are ideal
if you plan to engage in close combat - even if you're primarily a warrior with little interest in
magic - as they allow you to damage enemies with both your weapons and the cloak's magical
effects, without requiring much attention (or Magicka expenditure). Cloak Spells also don't
damage your Followers, so there's no need to worry in close quarters.
& Ranged Combat
A Dragon Attack: If you
only focus on melee
combat , your options
against Dragons are
limited.
Whether you're an
accomplished archer or learning
how to fire an arrow for the
first time, it's always worth
keeping ranged combat in mind
AA The SfidcrScrs.:* V
w s l< Y R 1 M
The Backup Bow: It always pays to keep a bow and some arrows on hand, even if you
don't plan on specializing in it. You never know when you might encounter a dragon or need to
soften up a particularly difficult foe from range.
Arrow Gathering: Be sure to grab arrows at every opportunity. Since they have no
weight, there's no reason not to take and keep every arrow you can find. There's nothing more
frustrating than running out of arrows in the middle of a dungeon, especially if you're focused
on Archery.
Remember to Bash: Don't forget that you can Bash with your Bow. This usually gives you
enough time to fire off one more shot, or to sprint away while your enemy recovers so you can
line up and fire again.
Perks of Power: Archery Perks have a significant effect on your ranged combat repertoire,
giving you the ability to zoom in, slow time, and stagger enemies after a successful hit. Just
relying on Archery can be a very satisfying way to play; and also makes hunting certain skittish
animals, such as Elk and Deer, a lot easier.
Ranged Combat Only: Rarely, you may encounter a foe that can't be reached by melee
weapons. On these occasions, a bow and arrow is imperative, unless you have a ranged spell.
^ Combat Tactics
Get the Gear: Be sure you're searching for the correct gear. If you plan to focus on
Archery, Dual-Wielding, or another aggressive combat style, then offense is your best defense:
Look for enchanted weapons and armor that increase your damage-dealing potential. It is often
worth wearing a "weaker" piece of armor if it carries an enchantment that helps your damage
output.
Prepare Poisons: Poisons are a great way of quickly increasing your damage potential.
Keeping some poisons on hand (via Favorites) is an excellent way to deal with mages using
Wards, or heavily-armored warriors: Even if your weapon doesn't strike for maximum damage,
the poison will.
Speed and Sidestepping: Use speed to your advantage. When wearing Light Armor or
Robes, you're more agile than most of your opponents. This allows you to sidestep their Power
Attacks (and then counter), or to sprint away if you need some space to recover and regroup.
Staggering Attempts: A staggered enemy is much easier to cut down with a flurry of
attacks. Power Attack and Bashes stagger most foes, but look for other effects that can achieve
this too, such as the Unrelenting Force Shout.
Magic-based Combat
The dead rise again:
There's something
satisfying about raising
recently-slain enemies
to attack their own!
The five schools of magic offer
a wide range of offensive and
defensive spells to help crush
your foes, shield yourself, or
augment other combat styles.
The blended approach: In Skyrim, you don't have to be a "pure" mage to enjoy
spellcasting. Any warrior can benefit from a conjured ally, healing spell, or elemental cloak, and
thieves can especially appreciate the benefits of Invisibility. Even if you don't plan to focus on
magic, look for spells that can enhance your combat style.
Spell-casting Rank Perks: Each school of magic has a series of "Rank" Perks (Novice,
Apprentice, Adept, Expert, and Master) that dramatically decrease the cost of Spells from that
school. These Perks are critical to your ability to use Spells from that school effectively, and
should be a top priority for any serious mage.
Offensive Spells
Know your Area of Effect: Many spells damage anything in a wide area. While you
can't be hurt by your own spells, your Followers can be, so use them with care to avoid any
TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING
Wiilii
unintended consequences. On the other hand, if your only Follower is a summoned Atronach,
use spells that match their element at will, since they're immune to them.
Set your own Traps: Rune Traps allow you to turn the environment to your advantage.
Set one in a narrow space enemies will have to run through, or drop one in a hall you can
retreat past if a combat goes poorly. In a pinch, you can also cast them directly at an enemy,
although your other spells are much more cost-effective.
Raising the Walls: Though initially somewhat weak, Wall spells become dramatically
more powerful at higher levels. Cast them at the feet of a waking Draugr to kill them before
they can finish standing up, or back down a hall as you cast a wall out in front of you; as any
enemies that advance will blindly race through your death zone.
Conjuring up companions: Be sure to summon a creature or raise a zombie before
heading into any major battle. When summoning a creature, pick the one that's best for your
situation; do you need the ranged offense of a Flame Atronach, or the melee toughness of a
Frost Atronach? When raising a zombie from those you've recently slain, pick someone you
haven't looted already; even zombies are more powerful when well-armed and armored.
Draw out your foes: Enemies leave their posts to investigate sounds, such as an arrow
impact. Place your shot carefully, and you can draw them out into the open, giving you a
chance to perform a Sneak attack, fire a second arrow (this one into the enemy himself), or
slip by undetected.
Lure foes into traps! For an even more devious twist, shoot an arrow near a trap, and
the enemy that goes to investigate may blunder into it and set it off. Combine this with a
well-placed Rune Trap spell to create your own kill zones!
NOTE Finishing Moves: Spectacular and usually gruesome, every
melee weapon you carry has a finishing flourish you con inflict
on an enemy at the end of a fight. Although there's no guarantee of executing
one, your best bet for seeing one is to perform a Power Attack on the lost enemy
in a battle. Most importantly, there is no tactical advantage to performing one
either (they don't inflict more damage, for example). But they are viscerolly
more satisfying!
Defensive Spells
Know your defenses: Both the Restoration line of Ward spells and the Alteration line of
Flesh spells offer defensive options for spellcasters. Wards require concentration (tying up a
hand) and have a per-second cost, but are more effective against Spells. Flesh spells have a
higher initial cost, but don't require concentration. Use Wards when fighting mages, Flesh spells
against melee foes, or both in large or mixed combats where you need the extra protection.
Be ready with Healing: There are a variety of healing spells to choose from; some heal
a large amount of Health at once, others heal over time at a reduced cost. Most heal only you,
but some can heal your Followers as well. Learn a variety of these spells (and flag each of
them as Favorites) to be prepared for any situation.
Learn spells for specific situations: Delving into a Draugr Crypt? Then pick up a Turn
Undead or Detect Dead spell. Exploring a shipwreck? Then grab Waterbreathing to make your
diving stress-free. Whatever your need, you can probably find a spell to make your exploration
easier or more entertaining.
Stealth-based Combat
A stab in the dork ( and the bock): Stealthy adventurers seek to slay any
foe with a swift attack their enemies never see coming.
For those who lurk in the shadows, hoping to sneak past their enemies (or a watchful guard)
undetected, or waiting for an opportunity to leap out and assassinate their hapless foes, you'd
do well to heed the following advice:
Gain the right perspective: It's dramatically easier to Sneak using third-person view, since
you can see patrolling enemies more easily than in first-person.
Stay Hidden: Line of sight is by far the biggest factor in determining whether an enemy
can see you. Stay hidden behind walls or cover to remain out of sight. And it goes without
saying that using Stealth Mode (crouching) is imperative.
Seek magical aid: Invisibility and Muffle conceal you from your enemies' sight and
hearing, making it much easier to sneak by unnoticed. Learn these spells, collect Invisibility
potions, and look for Muffle-enchanted gear to improve your chances of a successful stealth
experience. Then give the same augmentations to your Followers. Otherwise, lurk alone.
££> Choosing Favorites
The Favorites System means less time spent rummaging through your inventory and more
time spent in battle. It allows you to rapidly swap between your preferred weapons, spells,
and outfits more easily, and to quickly ready a power, potion, or scroll when the need arises.
Because it takes the hassle out of managing your inventory, it also helps you fight more
effectively: you won't hesitate to change your gear when you can do so in a matter of seconds.
TIP The Favorites menu also allows you to hotkey the items you use
most frequently. Console players can press Left or Right to to tag an
item; PC players can press a number (1-8). Then press that button in game to
use or switch to thatitem instantly!
Here is some additional advice on selecting the most effective Favorites:
Melee combat: Make sure to keep your weapon (or weapons) of choice in your Favorites
menu. If you use a one-handed weapon, tag a shield as well. If you have enchanted weapons
that you only use occasionally (such as weapons with Soul Trap or Paralyze enchantments),
those are good choices as well.
Ranged combat: Always keep a bow in your Favorites list- even mages may need to
fall back on it when battling dragons. If you're primarily focused on Archery, you may want to
Favorite specific types of arrows as well- your weakest for dispatching standard enemies, and
your bestfor dragons or a particularly dangerous boss.
Spellcasting: Make sure to tag your favorite offensive and defensive spells, including your
best Healing spell. Warriors should tag a Cloak spell to make sure they remember to cast it;
Thieves should tag Invisibility and Muffle, and Mages should tag all the key elements of their
arsenal.
Shouts and Powers: Don't forget to add Shouts and Powers to your Favorites list! Your
Racial Power and Standing Stone Power are both essential. Also make sure to tag the Shouts
you use most frequently.
Armor and Outfits: Depending on your play style, you may find it helpful to Favorite
armor or sets of clothing as well. Thieves in particular may find it useful to Favorite a set of
armor or clothing to use when sneaking- and another to switch back to if you're discovered!
Items: Tag a set of healing potions as a Favorite so you can quickly swig them in combat
without frantically fiddling with the Inventory during a fraught battle. Warriors may want to do
the same with stamina potions, and Mages with magicka potions.
Activities: Don't forget to Favorite items depending on your current activity. If you're
exploring a dungeon, you may want to Favorite a torch or staff for light. When hunting for a
hidden treasure, Favorite the treasure map for quick reference.
-<^r
COMBAT IMPROVEMENT
>
& TRANING
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
The fiords hove long practiced a unique, spiritual form of magic known os "The Woy of the Voice", fiords consider themselves to be the children of the sky, ond the breath and the voice of o fiord
is his vital essence. Through the use of the Voice, this power con be articulated into o thuum, or shout. Shouts con be used to sharpen blades, strike enemies at o distance, or command time itself
to stand still. Masters of the Voice ore known os Tongues, ond their power is legendary. The most powerful Tongues cannot speak without cousing destruction, ond must remain gagged at oil times,
communicating through sign language ond the scribing of runes.
NOTE The Words of Power used in Shouts are actual words from the
ancient language of the Dragons-- for example, the Kyne's
Peace Shout invokes the Words for 'Kyne J 'Peace' trust'. You will learn these
Words in context horn ancient inscriptions found on Word Walls throughout
Skyrim. To leorn more about the meaning behind these words, and to read
translated versions of the inscriptions, see The Language of Dragons, beginning
on page 645.
JJ> The Rule of Thu 'um
A Shout is the utterance of one or more Words of Power in order to achieve a specific magical
effect. Each Shout has a unique effect, such as summoning or commanding a creature, striking
foes with a blast of force to stun or disarm them, or calling down a powerful lightning storm.
These should be seen as powerful special abilities and used frequently; as the Dragonborn, you
have an incredible gift that few heroes have ever possessed!
There are some important general points to remember regarding Shouts:
Each Shout consists of three Words of Power.
You will learn the vast majority of these Words by absorbing them, one at a time, from
Word Walls found throughout Skyrim. A few Shouts are also taught to you during the Main
Quest, mostly by the Greybeards of High Hrothgar. You always collect Words of Power in the
order of the three-word final phrase, so it doesn't matter which Word Wall you visit first.
After you learn a Word, you must unlock it, which requires a Dragon Soul. You can only
obtain Dragon Souls by slaying dragons. Since the return of the dragons only begins in earnest
after Main Quest: Dragon Rising, you must complete that quest in order to begin unlocking
Words and using Shouts.
You need one Dragon Soul for each Word you want to unlock. You can begin using a
Shout after learning and unlocking only its first Word, but each additional Word allows you to
invoke a more powerful version of the Shout.
Do you know all three Words for five Shouts? Then you'll need to slay and absorb the
souls of fifteen dragons to fully unlock them all. That's a tall order, ^o consider carefully which
Shouts you really need, and spend your Dragon Souls wisely. For example, the Aura Whisper
Shout (which tracks the movement of a foe) is great for an assassin, but is less useful for a
berserker who simply charges into the fray.
Shouts can be added to your Favorites, making switching between them (and employing
them for different situations) quick and easy.
Each Shout has up to three levels, corresponding to the Words of Power you've unlocked:
Level 1 : Tap the button. One word. Exhale. This is the weakest Shout, but takes the
shortest amount of time to recharge.
Level 2: Briefly hold, then release the button. Two words. Inhale, then exhale. This is the
mid-level shout.
Level 3: Hold the button. Three words. Inhale, inhale, then exhale. This is the highest
level shout, and the most powerful, but takes the longest to recharge.
The longer you hold the Shout button, the more powerful the shout. When you bellow a Shout,
you drain your Thu'um (Shouting power), which slowly rebuilds across your compass. When the
compass changes from a pulsing blue back to its regular grey, you can Shout again.
TIP If you don't have (or haven't unlocked) all three Words, holding the
button uses the strongest shout you've unlocked.
# The 7
sITyrTm
A Shout Example: Frost Breath
You begin by learning "Fo"
(Frost), the first Word of this
Shout, from a Word Wall.
After scouring the lands for the
second syllable "Krah" (Cold),
and third syllable "Diin"
(Freeze), you spend three
Dragon Souls to unlock all
three Words. You can now use the weak, average, or strong version of this Shout.
Weak Shout: Bellow "Fo!" by tapping the Shout button.
Medium Shout: Bellow "Fo, Krah!" by briefly holding the Shout button, then releasing it.
Strong Shout: Bellow "Fo, Krah, Diin!" by holding the Shout button.
Words to Live By
Some Word Walls are
set in Skyrim's exterior,
such as this Wall at
Shearpoint.
But most Word
Walls are hidden
in long -for gotten
Dungeons, such as the
Wall in Labyrinthian.
This section lists all of the
available Shouts. Each Shout's
name is followed by its three
Words, the locations where you
can learn them, any Quests related to those locations, and some notes and tips on using each
Shout. A complete table of Shouts with detailed statistics appears at the end of this section.
Animal Allegiance
Words of Power: Raan (Animal) - Mir (Allegiance) -Tah (Pack)
Word Wall Locations:
Angarvunde (The Rift): Dungeon Quest: Medresi Dran and the Wandering Dead
Ancient's Ascent (Falkreath Hold): This is a Dragon Lair.
Ysgramor's Tomb (Winterhold Hold): The Companions Quest: Glory of the Dead.
Description: A Shout for help from the beasts of the wild, who come to fight in your
defense.
Notes: This Shout 'charms' all nearby animals, who fight for you for a short time. You can
attack them without breaking this effect, so it's easy to kill them before the Shout wears
off. Note that this Shout does not affect summoned creatures (like Familiars), or creatures
already under the control of someone else (like animals controlled by Spriggans).
Aura Whisper
Words of Power: Laas (Life) - Yah (Seek) - Nir (Hunt)
Word Wall Locations:
Northwind Summit (The Rift): This is a Dragon Lair.
Valthume (The Reach): Dungeon Quest: Evil in Waiting. This is a dragon priest's lair.
Volunruud (The Pale): Dark Brotherhood Quest: The Silence Has Been Broken; Dungeon Quest:
Silenced Tongues
32
TRAINING PART 2 : COMBAT, DEVELOPMENT, AND CRAFTING
Description: Your Voice is not a Shout, but a whisper, revealing the life forces of any
and all.
Notes: For a short time, this Shout allows you to see an aura around all living or undead
creatures, even through walls. The Shout is silent, so it won't create a sound that would
cause enemies to detect you. Great for thieves, archers, and assassins!
Become Ethereal
Words of Power: Feim (Fade) - Zii (Spirit) - Gron (Bind)
Word Wall Locations:
Ironbind Barrow (Winterhold Hold)
Lost Valley Redoubt (The Reach)
Ustengrav (Hjaalmarch): Main Quest: The Horn of Jurgen Windcaller
Description: The Thu'um reaches out to the Void, changing your form to one that cannot
harm, or be harmed.
Notes: While Ethereal, you are invulnerable, can't attack or cast spells, and recover magicka
and stamina. This Shout gives you a few seconds to safely retreat or reposition yourself
during a difficult battle. You can also use it to bypass most traps without fear of taking
damage.
Dismaying Shout
Words of Power: Faas (Fear) - Ru (Run) - Maar
Word Wall Locations:
Dead Crone Rock (The Reach): Daedric Quest: Pieces of the Past
Labyrinthian (Hjaalmarch): In Shalidor's Maze
Lost Tongue Overlook (The Rift): This is a Dragon Lair.
Description: And the weak shall fear the Thu'um, and flee in terror.
Notes: This Shout only affects enemies up to a specific level, with higher levels of the
Shout allowing you to affect higher-level foes. See to the chart at the end of this section for
details.
Dragonrend
Words of Power: Joor (Mortal) - Zah (Finite) - Frul (Temporary)
Word Wall Locations:
None. You learn this shout during Main Quest: Alduin's Bane.
Description: Your Voice lashes out at a dragon's very soul, forcing the beast to land.
Notes: This Shout is extremely useful for fighting Alduin or other dragons if you prefer to
face them in melee combat.
Call Dragon
Words of Power: Od (Snow) - Ah (Hunter) - Viing (Wing)
Word Wall Locations:
None. You learn this Shout during Main Quest: The Fallen.
Description: Odahviing ! Hear my Voice and come forth. I summon you in my time of need.
Notes: This Shout summons the dragon Odahviing to battle during Main Quest: The Fallen.
After you complete the Main Quest, you can summon Odahviing to aid you (in most exterior
areas). Note that this Shout has no effect unless all three words are used.
Call of Valor
Words of Power: Hun (Hero) - Kaal (Champion) - Zoor (Legend)
Word Wall Locations:
None. You learn this Shout at the end of the Main Quest.
Description: The valiant of Sovngarde hear your Voice, and journey beyond space and time
to lend their aid.
Notes: Each level of this Shout summons a different hero from Sovngarde, each with unique
equipment and abilities. Choose the one that best meets your needs for the current battle.
"Hun" summons Gormlaith Golden-Hilt, who wields a bow, sword, shield, and a few Shouts.
"Hun, Kaal" summons Felldir the Old, who wields a greatsword and has a number of
damaging Shouts.
"Hun, Kaal, Zoor" summons Hakon One-Eye, who wields a battleaxe and uses melee
Shouts. ' •
Clear Skies
Words of Power: Lok (Sky) - Vah (Spring) - Koor (Summer)
Word Wall Locations:
None. You learn this shout from the Greybeards during Main Quest: The Throat of the World.
Description: Skyrim itself yields before the Thu'um, as you clear away fog and inclement
weather.
Notes: This not only clears the weather and disperses fog, it also dispels poison gas traps.
Disarm
Words of Power: Zun (Weapon) - Haal (Hand) - Viik (Defeat)
Word Wall Locations:
Eldersblood Peak (Hjaalmarch): This is a Dragon Lair.
Silverdrift Lair (The Pale)
Snow Veil Sanctum (Winterhold Hold): Thieves Guild Quest: Speaking With Silence
Description: Shout defies steel, as you rip the weapon from an opponent's grasp.
Notes: This Shout only affects enemies up to a specific level, with higher levels of the Shout
allowing you to disarm higher-level foes. Refer to the chart at the end of this section for
details. Note that some enemies cannot be disarmed.
Elemental Fury
Words of Power: Su (Air) - Grah (Battle) - Dun (Grace)
Word Wall Locations:
Dragontooth Crater (The Reach): This is a Dragon Lair.
Kilkreath Ruins (Haafingar): Daedric Quest: The Break of Dawn
Shriekwind Bastion (Falkreath Hold)
Description: The Thu'um imbues your arms with the speed of wind, allowing for faster
weapon strikes.
Notes: This Shout only lasts a short time, but increases your damage output by 30-70%.
Time it well, and you can do some serious damage.
Fire Breath
Words of Power: Yol (Fire) - Toor (Inferno) - Shul (Sun)
Word Wall Locations:
Dustman's Cairn (Whiterun Hold): The Companions Quest: Proving Honor
Sunderstone Gorge (Falkreath Hold)
Throat of the World (Whiterun Hold): Main Quest: The Throat of the World.
Description: Inhale air, exhale flame, and behold the Thu'um as inferno.
Notes: Fire Breath does high damage in a quick burst and sets enemies on fire. Great
against foes already susceptible to fire damage (such as Vampires or Frost Atronachs).
Frost Breath
Words of Power: Fo (Frost) - Krah (Cold) - Diin (Freeze)
Word Wall Locations:
Bonestrewn Crest (Eastmarch): This is a Dragon Lair.
Folgunthur (Hjaalmarch): Side Quest: Forbidden Legend
Skyborn Altar (Hjaalmarch): This is a Dragon Lair.
Description: Your breath is winter, you Thu'um a blizzard.
Notes: Frost Breath does about the same damage over time as Fire Breath, but slows your
enemies instead of setting them on fire. If your foes are more succeptible to Frost than
Flame (such as Fire Atronachs), or you can take advantage of the slowing effect, this is a
good choice.
Ice Form
Words of Power: liz (Ice) - Slen (Flesh) - Nus (Statue)
Word Wall Locations:
Frostmere Crypt (The Pale): Dungeon Quest: The Pale Lady
Mount Anthor (Winterhold Hold): This is a Dragon Lair.
Saarthal (Winterhold Hold): College of Winterhold Quest: Under Saarthal; Side Quest: Forbidden
Description: Your Thu'um freezes an opponent solid.
Notes: This Shout takes the form of a wave of frost that freezes your enemies solid. Foes
struck by this Shout are encased in ice and effectively paralyzed, and take frost damage
over time. If an enemy encased in ice is struck by an attack, the ice shatters, allowing them
to recover. Use this Shout to take one or more foes out of the fight temporarily, or to buy
yourself a few free attacks before they can recover.
4
SHOUTS MOTHER POWERS
j|>-
33
TRANING
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
Kyne's Peace
Words of Power: Kaan (Kyne) - Drem (Peace) - Ov (Trust)
Word Wall Locations:
Ragnvald (The Reach): This is a Dragon Priest's lair.
Rannveig's Fast (Whiterun Hold)
Shroud Hearth Barrow (The Rift): Dungeon Quest: Wilhelm's Scream
Description: The Voice soothes wild beasts, who lose their desire to fight of flee.
Notes: This Shout only affects Wild Animals, with the radius and duriation of the Shout
increasing at higher levels. This allows you to navigate animal dens withoutfighting, or to
pacify a pack of animals before picking them off one by one.
■ Lun (Leech) -Aus (Suffer)
Marked for Death
Words of Power: Krii (
Word Wall Locations:
Autumnwatch Tower (The Rift): This is a Dragon Lair.
Dark Brotherhood Sanctuary (Falkreath Hold)
Forsaken Cave (The Pale): Side Quest: The White Phial
Description: Speak, and let your Voice herald doom, as an opponent's armor and lifeforce
are weakened.
Notes: This Shout saps your foes' armor and causes damage overtime, allowing you to kill
them more quickly. Good to use on bosses.
Slow Time
Words of Power: Tiid (Time) - Klo (Sand) - Ul (Eternity)
Word Wall Locations:
Hag's End (The Reach): Dark Brotherhood Radiant Quest: The Feeble Fortune
Korvanjund (The Pale): Civil War Quest: The Jagged Crown
Labyrinthian (Hjaalmarch): College of Winterhold Quest: The Staff of Magnus; this is a Dragon
Priest's lair.
Description: Shout at time, and command it to obey, as the world around you stands still.
Notes: This Shout buys you extra time, which you can use for any purpose: to rush in
and assault a helpless enemy, to line up a perfect sniper shot, or to easily outrun any foe.
Incredibly useful!
Storm Call
Words of Power: Strun (Storm) - Bah (Wrath) - Qo (Lightning)
Word Wall Locations:
Forelhost (The Rift): This is a Dragon Priest's lair.
High Gate Ruins (The Pale): This is a Dragon Priest's lair.
Skuldafn (Other Realm): Main Quest: The World-Eater's Eyrie. This is a Dragon Priest's lair.
Description: A Shout to the skies, a cry to the clouds, that awakens the destructive force of
Skyrim's lightning.
Notes: Summons a thunderstorm with powerful lightning that lashes out at anything and
anyone. Only works outdoors. It's fantastic against dragons, but be careful- the lightning
can and will kill civilians and your followers.
Throw Voice
Words of Power: Zul (Voice) - Mey (Fool) - Gut (Far)
Word Wall Locations:
Shearpoint (The Pale): This is a Dragon Lair and a Dragon Priest lair.
Description: The Thu'um is heard, but its source unknown, fooling those into seeking it out.
Notes: This Shout produces no sound at your location, instead throwing your voice to the
target. Enemies will detect the sound and investigate, allowing you to lure them away from
their posts or into traps or other hazards. This is immensely useful when sneaking. Throw
Voice is unique in that its Word Wall teaches you all three Words of the Shout.
Unrelenting Force
Words of Power: Fus (Force) - Ro (Balance) - Dah (Push)
Word Wall Locations:
Bleak Falls Barrow (Falkreath Hold): Main Quest: Bleak Falls Barrow; Side Quest: The Golden
Claw
High Hrothgar (Whiterun Hold): Main Quest: The Way of the Voice. You learn both the second and
third Words from the Greybeards.
Description: Your Voice is raw power, pushing aside anything - or anyone - who stands in
your path.
Notes: This Shout staggers enemies or sends them flying, and does some light damage. Aim
carefully to push your foes into traps, or follow up with a swift melee or ranged attack to
take advantage of the stagger.
Whirlwind Sprint
Words of Power: Wuld (Whirlwind) - Nah (Fury) - Rest (Tempest)
Word Wall Locations:
Dead Men's Respite (Hjaalmarch): The Bards' College Quest: Tending the Flames
High Hrothgar (Whiterun Hold): Main Quest: The Way of the Voice. Learned from the Greybeards.
Volskygge (Haafingar): This is a Dragon Priest's lair.
Description: The Thu'um rushes forward, carrying you in its wake with the speed of a
tempest.
Notes: This surge forwards is useful reaching otherwise-inaccessible ledges or platforms.
The Shouting Table
The following table provides a summary of all the Shouts and their effects:
| SHOUTS
E
mmm
REBUILD
TIME
DESCRIPTION
QUEST /SPECIAL
RESTRICTIONS
□
I Animal
! Allegiance
Roan
50
Command Animal, Small
Radios, Max Lv2G, 30s
□
Mir
60
Command Animal, Medium
Radius, Max Lv2Q, 45s
□
Tah
70
Command Animal, Large
Radius, Max Lv20, 60s
Aura
Whisper
Leas
30
Detect Life £ Undead, 1 0s
Yah
40
Detect Life & Undead, 20s
Mir
50
Detect Life & Undead, 30s
Become
Ethereol
Feim
20
Ethereal, 0s
Zii
30
Ethereal, 13s
Gron
40
Ethereal, 18s
Call Dragon
Od
5
-No effect-
Learned daring Main
Quest; The Fallen
□
Ah
5
-No effeci-
Learned during Main
Quest: The fallen
□
Viing
300
Summons Odahviing
Learned during Main
Quest: The Fallen
□
Call of Valor
Hun
ISO
Summons Gormlaith, 1 m
Learned during Main
Quest: Epilogue
□
Real
ISO
Summons felldir, 1m
Learned during Main
Quest: Epilogue
□
o
o
r»«i
180
Summons Hakon, 1 m
[earned during Main
Quest: Epilogue
□
Clear Skies
Lok
5
Clear Skies, 25s
Learned during Main
Quest: The Throat of
the World
Vah
10
Clear Skies, 40s
Learned during Main
Quest: The Throat of
the World
Koor
IS
Clear Skies, 60s
Learned during Main
Quest: The Throat of
the World
Disarm
Zun
30
Disarm, Max Lvl 2
Pool
35
Disarm, Max Lv20
Viik
40
Disarm, Max Lv30
Dismay
Fcos
40
Fear, Max Lv7
i
45
Fear, Max Lvl 5
Maor
50
Fear, Max Lv24
34
W
Tr.e iScrtslIs V
S I< Y R I M
«i
TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING
SMS sung
■TEH
■2-ffOTW
WORD
REBUILD
TIME
DESCRIPTION
QUEST /SPECIAL
RESTRICTIONS
0v
60
Coin Animal, Large Radius,
MnxLv2Q, 180s
z
Marked for
: Death
KrS
20
•25 Armor, Damage Health
1/s, 60s
□
Lun
30
-50 Armor, Damage Health
2/s, 60s
Aus
40
-75 Armor, Damage Health
3/s, 60s
Slow Time
Tiid
30
Slow Time (70%), 8s
Klo
45
SlowTime (80%), 12s
Ul
60
Slow Time (90%), 16s
Storm Call
Strun
300
Call Storm, 60s
Bah
480
Call Storm, 120s
Qo
600
Call Storm, 1 80s
Throw Voice
Zul
30
Throw Voice
Me y
15
Throw Voice
Gid
5
Throw Voice
Unrelenting
Force
Fus
15
Unrelenting Force (Weak),
2 Damage
Learned in Bleak Falls
Barrow.
□
Ro
20
Unrelenting Force (Med),
5 Damage
Learned during Main j
Quest: The Way of
the Voice
□
Dah
45
Unrelenting Force (Strong),
10 Damage
Learned during Main
Quest: The Way of
the Voice
| Whirlwind
1 Sprinr
Wuld
20
Whirlwind Sprint (Short)
Nah
25
Whirlwind Sprint (Med)
Kest
35
Whirlwind Sprint (Long)
3> Other Powers and AbiKties
Powers
As Dragonborn, Shouts are your most numerous- type of
Power, but there are a number of other powers and abilities
that you can acquire during your time in Skyrim. These
include:
Racial Powers, as described in this Chapter.
Standing Stone Powers, as described in this Chapter.
Vampire Powers, as described in this Chapter.
Werewolf Powers, as described in this Chapter.
Nightingale Powers, as described at the end of the
Thieves Guild Questline, on page 220.
A Dark Brotherhood Power, your reward for Dark
Brotherhood Quest: Bound Until Death, as described on
page 241.
Abilities
Most special abilities are offered as rewards for quests, or
for performing specific actions. They typically appear in your
Active Effects list. Note that some are presented explicitly
(with dialogue and/or on-screen text), while others may
not be. A few are not visible to you at all, so learn when
you can obtain them, and how long they last.
PERMANENT ABILITIES (PERKS)
NAME
DESCRIPTION
ASSOCIATED QUEST
Agent of Oibelfo
+10% melee damage to the opposite sex.
Temple Quest: The Heart of Othello
Agent of Mara
+15% Resist Mogic
Temple Quest: The Book of Lave
Ardent knowledge
+25% Armor if wearing all Dwarven armor. Your
Smithing skill increases 1 5% faster.
Side Quest: Unfathomable Depths
Archmage's Authority
Better prices from members of the College (50%
Enthir, 1 0% Others)
College of Winterhold Quest: The Eye of Magnus
Assassin's Aegis
+25% Armor if wearing all Dark Brotherhood Armor
Dark Brotherhood Quest: Sanctuary
Dragon Infusion
You take 25% less Melee Damage from Dragons
Blades Quest: Dragon Research
Eternal Spirit
While Ethereal, you recover health 25% faster.
Greybeards Quest: Meditations on the Words
of Power
Force Without Effort
You stagger 25% less, and foes stagger 25% more.
Greybeards Quest: Meditations on the Words
of Power
Gift of the Gob
Your Speech skill increases 1 5% faster.
Bards College Quest: Tending the Flames
Nightingale's Aegis
+25% Armor if wearing all Nightingale Armor
Thieves Guild Quest: Trinity Restored
Prowler's Profit
Chance of finding additional gems in chests.
Thieves Guild Quest: No Stone Unturned
Sailor's Repose
Healing Spells restore 10% more health.
Dungeon Quest: What Lies Beneath
Sinderion's Serendipity
When you make a potion, you have a 25% chance
of erecting a second, duplicate potion.
Side Quest: A Return to Your Roots
□
The Fire Within
Your Fire Breath Shout deals 25% more damage.
Greybeards Quest: Meditations on the Words
of Power
4
TRANING
THE INVENTORY
SHOUTS AND one POWE RS
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
TEA
APORARY ABILITIES (BUFFS)
s/
DESCRIPTION
ASSOCIATED ACTIVITY
Voice of the Sky Animals will neither attack nor flee from you; Fasts 1 day
Complete the Pilgrimage of The Seven Thousand Steps (Secondary Location [6.X])
The Gift of Charity
+10 Speech; lasts 1 hour
Give a coin to any beggar.
Dragonslayer's Blessing
+10% Critical Hit Chance vs. Dragons; lasts 5 days
Blades Quest: Drogonsloyer's Blessing
Rested
All skills improve 5% foster; lasts 9 hours.
Sleep in any bed.
Well Rested
All skills improve 10% faster; lusts 8 hours.
Sleep in a bed you own or rent.
Lover's Comfort
All skills improve 15% faster; lasts 8 hours.
Sleep in the same location, as your spouse.
^ Catching a Disease: Dirty Vermin!
Clawed by a Hagraven ?
Then you may have
Brain Rot!
Adventuring is dangerous,
especially when battling
diseased foes. Every time one
of these enemies strike you,
there is a chance that you
may contract the disease they
carry. If you have a resistance to disease (thanks to your race or equipment), this chance is
lessened, but under most circumstances, the chance of catching something is around 5-1 0% per
wound you suffer. The following table lists the possible diseases, their effects, and how you can
contract them.
VDH
EFFECT
CONTRACTED FROM
Ataxia
Lockpicking £ Pickpocket 25% harder
Traps, Skeevers
Bone Break Fever
-25 Stamina
Traps, Bears
Brain Rot
-25 Magicka
Traps, Hagravens
Dragonsloyer's
Blessing
+1 0% Critical Hit Chance vs. Dragons
Blades Quest: Dragonsloyer's
Blessing Lasts for five days.
Rattles
Stamina recovers 50% slower
Traps, Chaurus
Rockjoint
25% less effective with mel£e
weapons
Traps, Wolves, Foxes
Sanguinare
Vampiris
-25 Health, progresses to Vampirism
Vampires
Witbane
Magicka recovers 50% slower
Traps, Sabrecats
<§0 NOTE Most Traps have a small chance of infecting you with a random
disease.
Curing a Disease: By Potion
Drinking a Cure Disease Potion is the fastest and easiest way to rid you of your pox. You can
buy these potions in many shops, find them in the wild, or make them yoruself.
Curing Disease: The Shrines of Skyrim
The Temple of the Eight
Divines in Solitude.
Only Talos - outlawed
by the Thalmor - is not
worshipped here.
Most people in Skyrim follow
the religion of the Divines.
Shrines to the Divines can be
found throughout the land,
in cities, settlements, and in the wilderness. Their locations are detailed throughout the Atlas.
AA The Blder Scrolls V
» w s“ky rTm
Praying at a Shrine cures any diseases you may have, and confers a unique blessing that lasts
eight hours. Only one blessing can be active at a time; praying at a different Shrine will remove
any prior blessings.
The worship of Talos is a major factor in the Civil War CAUTION
that currently rages across Skyrim. His worship fins been
outlawed in areas controlled by the Empire, though Shrines to Talos may will still
appear in Stormcloak strongholds. If the Slormdoaks are victorious, Shrines to
Tolas will return to the cities of Skyrim.
Julianos: Cure all diseases,
+25 Magicka
Kynareth: Cure all diseases,
+25 Stamina
Dibella: Cure all diseases,
+1 0 Speechcraft
Mara: Cure all diseases,
+1 0% Healing Effects
Stendarr: Cure all diseases, Talos: Cure all diseases, Zenith ar: Cure all diseases, 1 0%
+1 0% Blocking Effectiveness +20% Shout Recovery Better Prices (Bartering)
NOTE There are other Shrines (such as the Shrine of Azurp and the
Shrine of Boethlah), but these aren't related to the Nine Divines;
only to Daedric Quests.
TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING
rmm
Curing Disease: Other Means
The Vigilants of Stendarr ore a relatively new religious order. Zealous followers of the god of justice and mercy, they seek to wipe
out abominations like Vampires and Werewolves, and to purge the land of Daedra Worship. If you encounter them in one of their
strongholds (like the Hall of the Vigilant [3.09] or Stendarr's Beacon [9.46]), or elsewhere in the wilderness, you can ask them
to cure your diseases.
<&C NOTE The process of transforming into
a Vampire or Werewolf will also
cure any diseases you might have. . . though
those diseases are probably the least of your
concerns....
LYCANTHROPY
Contracting Lycanthropy
Werewolves are lycanthropes:
Men and women who can
transform into powerful
wolf-like creatures. Some see
this as a blessing, a way of
drawing on the strength and
ferocity of their inner beast. Some see it as a curse, a twisting of their wills and nature. And for
some, it is simply a way of life.
A ferocious Werewolf ;
a powerful and sinewy
predator.
Lycanthropy can only be contracted as part of the blood ritual that occurs during The
Companions Quest: The Silver Hand. Your first transformation is particularly violent, causing you
to prowl the streets of Whiterun as the inhabitants of the city flee for their lives. Soon you black
out, and from this point on, you are able more fully in control of your animal nature.
Beast Form
When you become a werewolf, you acquire a new Power known as Beast Form. This allows
you to transform into a werewolf once per day. Once transformed, you remain as a werewolf
for 2.5 minutes of real time. You can extend this time by approaching a corpse and activating
it to feed on it. This restores 50 points of Health, and gives you another 30 seconds of time as
a werewolf.
0 Advantages of Beast Form include:
Your maximum health increases by 100 points, but does not regenerate.
Your maximum stamina also increases by 100.
You have a faster sprintspeed (faster even than horses can run!).
Wolves will treat you as an ally, and won't attack you.
Any Crimes you commit as a werewolf don't fount against your "normal"
self, with one caveat (below).
0 But there are some disadvantages as well:
You can't loot any corpses you slay.
You can't pick up or use any items you find. Since this includes keys, you
may find your progress blocked in some dungeons.
You can't equip or use any of your normal weapons, spells, items,
equipment, Shouts, or Powers. You can't even open the Inventory Menu.
Your large, hulking form may have trouble fitting through some narrow
passages.
You can't speak with anyone, even your own Companions breatheren.
Citizens of Skyrim are rightly terrified of you; some of them flee, while the
battle-hardened, brave, or foolish stand their ground and attack you.
If anyone sees you transform to or from a beast, the transformation is
considered a major Crime. Consult the Crime and Punishment section on
page 39.
) , I
TIP If you want to return to human form at any time, simply wait (or
use the Wait system), and you'll transform back automatically.
Powers
As a werewolf, you gain an impressive array of combat-related bonuses:
Increased Melee Damage: When in Beast Form, you attack with your claws. For every
swipe that connects, you inflict 20 points of damage on a foe. This increases at higher Levels:
Immunity to Disease: You are completely immune to all diseases in both normal and
Beast Form. Among other things, this protects you from Sanguinare Vampiris (the Vampire
Disease), allowing you to fight Vampires without having to worry about contracting the
condition yourself.
As an additional bonus, when you first become a werewolf, any diseases you had at the time
will be cured. This includes both Sanguinare Vampiris and full-blown Vampirism. You can't be
both a werewolf and a vampire at the same time.
Increased Dexterity: In Beast Form, you can sprint on all-fours at an impressively fast pace,
and jump a lot further than normal.
Restless Blood: As a Werewolf, you can never receive a bonus for being Rested.
Werewolf Powers: While in Beast Form, you can call upon a special set of Werewolf-exclusive
Powers, called Howls. You can use these as often as you like while your transformation lasts.
Your default howl strikes fear (literally) into the hearts of men. However, by completing The
Companions Radiant Quest: Totems of Hircine, you can acquire Totems that allow you to
exchange this Howl for a different Power. You can change Howls as often as you like, though
only one can be active at a time. Check page 1 68 for more information.
Initial Howl: Fear grips nearby foes up to Lv25; lasts 30 seconds.
Totem Howl: Detect Life in a large radius around your location; lasts 60 seconds.
Totem Howl: Summon two wolves to fight at your side.
Ring of Hircine: During Daedric Quest: III Met By Moonlight (page 301 ), you are given
the cursed Ring of Hircine. While the curse has no effect on most humans, if worn by a
Lycanthrope, it can cause you to randomly shift into your Beast Form! It is wise to complete
this Quest or risk revealing your beast form at an inopportune moment! The curse is lifted at
the end of the Quest.
The Ring of Hircine (whether cursed or not) allows you to assume Beast Form one
additional time per day.
Living as a Werewolf
You are fortunate thatyour Shield-Brothers and Sisters in the Companions are there to help you
come to terms with your new beast form, and that this strain of Lycanthropy is not affected
by the waxing and waning of the moons. Therefore, it is quite possible to take full advantage
of the powers of the wolf for the remainder of your adventure. Call upon your Beast Form
when the speed and strength of the wolf are to your benefit, or when facing a multitude of
weakerfoes.
DISEASES LYCANIHKOPY
& TRANiNG
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
Curing Lycanthropy
At the end of the Companions Questline, o Radiant Quest: Purity becomes available (see page 1 68) for those adventurers who wish to rid themselves of the beast within. As a part of that quest,
you must cut off the head of a Glenmoril Witch, bringing it into the depths of the Tomb of Ysgramor, draw the spirit of the wolf from your body, and defeat it. Once the ritual is complete, your cure
is permanent, and you cannot contract lycanthropy again.
Werewolf Powers
The following chart lists all of the available Werewolf Powers.
vZ HI
DESCRIPTION
ONCE PER DAY?
NOTES AND RESTRICTIONS
~~ | BeostFmm
Transform into werewolf form
Yes
Part of Compaions Quest: The Silver Hand
Ring of Hircine
Transform into werewolf form
Yes
The Ring of Hircine only works if you are already a werewolf, granting you one additional transformation per
day. Reward for Daedric Quest: III Met by Moonlight
Howl of Rage
Fear nearby foes up to Lv25, 30s
No
Beast Form only; default Howl.
Scent of Blood
Detect Life in a large area, 60s
No
Beast Form only; replaces Howl of Rage; available after Companions Radiant Quest: Totems of Hircine
Howl of the Pack
Summon two wolves to fight at your side
No
Beast Form only; replaces Howl of Rage; available after Companions Radiant Quest: Totems of Hircine
VAMPIRISM
[3> Contracting Vampirism
A hated Vampire ,
attacking with
Drain Life.
Facing those that feed on the
blood of the living presents a
number of perils. In addition
to their terrifying visage,
zombified Thralls, and skill
at both melee and magical
combat, Vampires have a unique Drain Life ability. Not only can this rapidly sap your health
while restoring theirs, each time it strikes you, have a ten percent chance of contracting the
disease Sanguinare Vampiris, a disease that will eventually cause you to join their ranks.
After any battle with Vampires, check your Active Effects list. If you see Sanguinare
Vampiris, quickly drink a Cure Disease potion or makq haste to a Shrine for healing. As the
diseases runs its course, you'll receive a message at twilight that reads "you feel a strange
thirst as the sun sets," and a second notification the following dawn; "You feel weaker as the
sun rises." After three days of this, the disease takes over completely, and you transform into
a Vampire!
Stages of Vampirism
Becoming a vampire
changes your
appearance.
As a Vampire, you must feed
on human blood! Vampirism
has four distinct stages, based
on how long it has been since
you last fed. The more time has
elapsed, the more severe the
advantages and disadvantages
of this condition become. In order to survive as a Vampire, it is worth knowing exactly what
these benefits and drawbacks are:
Advantages
0 Immune to Disease: You are completely immune to disease. Any diseases you had upon
becoming a vampire are instantly cured.
0 Immune to Poison: You are completely immune to all forms of poison.
0 Champion of the Night: Illusion spells that you cast are 25% more powerful.
0 Nightstalker's Footsteps: You are 25% harder to detect while Sneaking.
0 Resist Frost: The stage of your Vampirism adds to your Frost Resistance:
Stage 1 Vampirism: Resist Frost 25%.
Stage 2 Vampirism: Resist Frost 50%.
Stage 3 Vampirism: Resist Frost 75%.
Stage 4 Vampirism: Resist Frost 1 00%.
Disadvantages
0 Hatred: Stages 1 , 2, 3 Vampirism: Citizens of Skyrim and guards will not recognize you
as a Vampire, but may (25% of the time) remark that you're looking distinctly "pale"
or "hungry."
0 Hatred: Stage 4 Vampirism: All citizens and guards within a settlement will recognize
exactly what you are, and attack you on sight.
0 Weakness to Sunlight: When outdoors between the hours of Sam and 7pm, your
Health, Magicka, and Stamina will not regenerate. Their maximum values are also
reduced:
Stage 1 Vampirism: Health, Magicka, and Stamina are reduced by 1 5 points.
Stage 2 Vampirism: Health, Magicka, and Stamina are reduced by 30 points.
Stage 3 Vampirism: Health, Magicka, and Stamina are reduced by 45 points.
Stage 4 Vampirism: Health, Magicka, and Stamina are reduced by 60 points.
0 Weakness to Fire: The stage of your Vampirism also gives you a Weakness to Fire:
Stage 1 Vampirism: Weakness to Fire 25%.
Stage 2 Vampirism: Weakness to Fire 50%.
Stage 3 Vampirism: Weakness to Fire 75%.
Stage 4 Vampirism: Weakness to Fire 1 00%.
Powers
As your Vampirism progresses, you gain an increasingly powerful set of additional abilities:
0 Stage 1 Vampirism:
Vampire's Sight: For one minute, you can see better in dark environments. This
Power can be used as often as you like and has no cost.
Vampiric Drain: A special Destruction spell, Vampiric Drain absorbs 2 Health per
second from your target.
Vampire's Servant: Once per day, you can reanimate a dead creature to fight for
you for 60 seconds. Only works on creatures of level 6 or less.
0 Stage 2 Vampirism:
All powers from Stage 1, plus:
Tre S.aer ^Scrolls' V
SKY RlM
33
TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING
Vampire's Seduction: Creatures and people up to level 8 won't fight or flee for
30s.
Vampiric Drain: Increases to 3 Health drained per second.
Vampire's Servant: Now affects creatures of level 1 3 or less.
Q Stage 3 Vampirism:
All powers from Stages 1 and 2, plus:
Vampiric Drain: Increases to 4 Health drained per second.
Vampire's Servant: Now affects creatures of level 21 or less.
0 Stage 4 Vampirism:
All powers from Stages 1, 2, and 3, plus:
Embrace of Shadows: Once per day, you can invoke this power to gain Vampire's
Sight and Invisibility for 3 minutes.
Vampiric Drain: Increases to 5 Health drained per second.
Vampire's Servant: Now affects creatures of level 30 or less.
Maintaining Vampirism: Feeding
As a Vampire, the only way you can continue to function in normal society is to feed.
Feasting on the blood of the living can be tricky: you must find a sleeping human (citizens and
guards tend to be the easiest, though a sleeping soldier, bandit, or warlock will work as well),
then activate them to feed on their blood. Doing so reverts your disease back to Stage 1 .
Life as a Vampire
Aside from the panic and hostility you spread as a Stage 4 Vampire, the main problems you
encounter are your weaknesses to sunlight and fire. Minimize these risks here by exploring
subterranean catacombs and dungeons during the daytime, and prowl the countryside at night.
You may also want to draw on the power of the Lady Stone (see Standing Stones, page 59),
which helps to offset the the lack of normal Health or Stamina regeneration during daylight.
If you plan to let your disease progress, trading will become difficult. Learn to craft your
own potions and equipment, and try to become as self-sufficient as possible. When you must
interact with others, slip into a remote settlement to feed, then continue on to the nearest city
to trade before your disease advances once more.
As a Vampire, you receive a number of bonuses that improve your stealth abilities, making
Vampirism a blessing for Thieves, Archers, and Assassins. You will also find it significantly
easier to explore Falmer Hives (since you're immune to the poisons that they, their Chaurus,
and their Spiders use), Nordic Ruins (since the Draugr use Frost Magic almost exclusively),
and Vampire Lairs (since you no longer need fear contracting the disease). You also have a
dramatic advantage when fighting frost-breathing dragons, though a corresponding weakness to
fire-breathing dragons. Keep some potions of Fire Resistance on hand, just in case!
Curing Vampirism
There are but two ways to cure yourself of this affliction.
As mentioned previously, you can contract Lycanthropy. The blood ritual that transforms
you into a werewolf will cure any diseases you have, even full-blown Vampirism. Of course, you
now have other, more hairy problems to contend with....
Or, you can visit a mage named Falion in Morthal, the Hold Capital of Hjaalmarch, and
complete Side Quest: Rising at Dawn. Consult page 367 for more information.
<$£ MOTE Vampirism con be caught more than ante.
CRIME AND PUNISHMENT
While exploring the Nine Holds of Skyrim, there are bound to be points in your adventure where you commit a Crime and have a Bounty placed on your head. Whether this is a petty theft from a
citizen of Markarth or an all-out assault on the city guard of Riften, it is prudent to learn the laws that govern Crime and Punishment... and how you can bend them to your advantage!
^ Criminal Activities and Holds
Perhaps the most important lesson to learn is thateach of the Nine Holds keeps their own record of crimes and bounties. You may
be wanted in Haafingar Hold, but your bounty doesn't transfer to neighboring Hjaalmarch, where you may still be considered a
model citizen.
Your actions are only considered criminal if they affect a non-hostile character or their property. Defending yourself is never a crime.
So feel free to fight back if:
You were attacked first, and the attack was unprovoked.
You have agreed to a duel or brawl during a conversation.
You're attacking an enemy, regardless of who attacked first.
Usual Crimes
The following evidence indicates the usual categories of crimes that you're likely to commit, and
what Bounty this places on your head:
0
CRIME
BOUNTY
□
1 Trespassing; entering on area that is off-limits. Depending on the level of
security, you will often he warned and given o chance to leave peacefully
before the crime is triggered.
5 gold
□
Pickpocketing a guard or civilian and being spotted. Just looking at their
inventory is not a crime; you have to actually take something.
25 gold
□
Theft; swiping an item marked '"Steal".
Half the
item's value
Theft; stealing a Horse. You acquire this bounty each time you mount the
stolen horse.
50 (each
, M .
Assault; attacking a guard or civilian with your fists, weapon, or spells.
40
Murder; killing a guard or civilian.
1,000
Escaping from Jail after being imprisoned.
100
Unusual Crimes
The following list includes the more... unspeakable ways you can incur a Bounty:
£
CRIME
BOUNTY
(Vampirism): Feeding on the blood of a guard or civilian and being spatted.
40
□
1 (Vampirism): Once you reach Stage 4 and become a full-fledged Vampire,
all guards and civilians will be hostile to you. Fighting bock against them is
considered a Crime, and Bounty accumulates as normal.
□
(Lycarrthropy): Transforming to or from Beast Form in sight of a guard of
civilian.
1,000
□
□
I (Lycanthropy): While in Werewolf form, all guards and civilians will bo
hostile. However, fighting bock against them is not considered o Crime (since
they don't recognize you), and Bounty will not accumulate.
40
(Cannibalism): Fating a corpse while wearing the Ring of Namira is
considered assault.
<§§ NOTE For more information on these special cases, consult the section m
Vampirism (page 38), Lycanthropy (page 37), and Daedric Quest:
The Taste of Death (page 31 2).
< g) LYCANTHROP Y VAMPIRISM . CRIME AND PUNISH MENT
THE INVENTORY
TRANING
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
The Bounty from any Crime committed by a Follower is CAUTION
automatically assigned to you, so getting someone else to do
your dirty work isn't going to help your reputation!
£> Witnesses and Retaliation
Crimes are only a problem if you're seen committing them. The Bounties you receive are
noticed by witnesses, and depending upon the situation, you may wish to "silence" anyone
who saw your less-than lawful activities. For example, if you assault a citizen of Riften (+40
Bounty), and then kill them before they can report the assault (+1,000 Bounty), as long as
nobody is around to witness the murder, your Bounty will be cleared. Naturally, attempts to
increase and then remove your Bounty can fail spectacularly; if you're spotted attempting to kill
a guard by three other guards, expect them to respond with lethal force!
If you allow too much time to pass, the witnesses will report the crime, and killing them
will no longer reduce your Bounty. So act quickly if you plan to take out the witnesses.
With this in mind, retaliating for a crime is worth doing only when as few people as
possible are watching you (and ideally, none) . It is easier to try this within buildings where you
can easily see onlookers. If your Crime is non-violent (i.e. Stealing), try entering without being
noticed or at night, when people are likely to be sleeping.
& Guard Actions and Reactions
Reactions: When a guard sees you commit a crime, or hears a call for help from a witness,
they attempt the following:
0 For Minor Crimes, such as Pickpocketing, Theft, or Trespassing, they attempt to arrest
you.
0 For Major Crimes, such as Assault or Murder, they attack you. If you yield (sheathe your
weapon), they will attempt to arrest you.
0 For Severe Crimes, such as Escaping from Jail, Vampirism, or Lycanthropy, they simply
attack.
Your Actions: If a guard attempts to arrest you, and you successfully avoid the initial arrest (by
sprinting to an exit gate or hiding in a building for example), you can attempt the following:
0 With a low Bounty (less than 3000 gold), you can wait a day or so for the situation
to calm down, then return to the scene of the crime and turn yourself in. You're then
arrested.
0 With a high bounty (more than 3000 gold), you should avoid civilization altogether.
Wander in the wilderness for a few days, and o bounty collector will eventually approach
you and offer to pay off your debt to society. Don't wait forTiim, just keep moving.
Preventing Prison Time
The way you interact with Guards greatly affects the price you have to pay for your crimes.
Once in dialogue, your options are as follows. You can:
1 . Pay a fine equal to your Bounty, if you have the gold. Any stolen items are confiscated,
and you are moved to the jail exit.
2. Agree to go to Jail, where you can serve your time, or attempt to escape. See below for
more details on your options once in jail.
3. Resist arrest, if you wish to battle your way out of the location. This is also what happens
if you try to back out of dialogue with any guard.
4. Bribe the guard. This option is only available if you aren't currently trespassing, and one
of the following conditions holds:
0 You have committed only minor Crimes, and have the Speech Skill's Bribery Perk.
0 You are a member of the Thieves Guild
0 You haven't bribed or persuaded another guard in the past 24 hours.
If you pay the bribe, it stops the current pursuit, and you're able to keep any stolen items.
However, your Bounty is still in effect, and if you speak to the same (or any other) guard again,
you'll turn yourself in, and the guard will attempt to arrest you.
5. Persuade the Guard. If you have a Speech Skill of 75 or higher, you're not currently
trespassing, you've only committed minor crimes, and you haven't bribed or persuaded
The 8 Icier Scrolls V
SKY RlM
another guard in the past 24 hours, you can convince the guard to overlook your crimes.
The option only appears once all of these conditions have been met.
Persuasion works just like a Bribe: It stops the current pursuit, and you're able to keep
any stolen items. However, your Bounty is still in effect, and if you speak to the same (or any
other) guard again, you'll turn yourself in, and the guard will attempt to arrest you.
However, you don't have to pay for a persuasion, making it a cheaper option if you can
meet the skill requirement.
6. Pay off the Guard, if you're a member of the Thieves Guild and you've completed the City
Influence Quest for the Hold that you've committed the crime in.
There are four City Influence Quests (detailed on page 225), for Solitude (Haafingar),
Markarth (The Reach), Whiterun (Whiterun Hold), and Windhelm (Eastmarch).
The Thieves Guild is based in Riften (The Rift), so you only need to be inducted into the
guild (during Thieves Guild Quest: Loud and Clear), in order to pay off the guards there.
The other four Holds do not have City Influence Quests, so this option is not available
in Morthal (Hjaalmarch), Dawnstar (The Pale), Winterhold (Winterhold Hold), or Falkreath
(Falkreath Hold).
The price to pay off the guard is always half your current Bounty. This removes the entire
bounty and allows you to keep any stolen items in your posession, so it's always the best
option if you can afford it.
7. Invoke Thane's Privilege. This is only available if you're the Thane of a particular Hold.
You can be a Thane of any or all of the Holds provided you've completed the appropriate
Thane Task, detailed on page 404.
If your Bounty is less than 2,000, you can remind the guards of your social standing to
convince them to overlook your deeds. This only works once per Hold, so save it for some pretty
devious activities!
8 . Civil War: As the Civil War rages on, Holds will fall to either the
Imperial or Stormdoak factions.
If your faction takes control of a Hold, any Bounty you may have accrued in that Hold is
wiped out due to the change in government. Time this correctly, you can get up to all kinds of
mayhem, flee a Hold just before your side takes control of its capital, and then return after your
misdemeanors are forgotten! Information on the Civil War begins on page 261.
Incidentally, you can also become a Thane of the newly-installed Jarl, giving you an
additional use of the Thane's Privilage claim, if you're so inclined.
If any of these cunning plans fail and you don't yield to the CAUTION
guard, expect reinforcements, and an increasingly desperate
fight that you're increasingly likely to die from. Flee, or yield, or fight on.
Serving Prison Time
A loose wall results in
a lucky escape from
certain prisons.
But for those caught
in Markarth , no one
escapes Cidhna
Mine....
TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING
SJA!* SUlil*
MlMWIAttBlWUHlltl
If you choose (willingly or otherwise) to he taken to jail, your entire inventory and stolen items
are confiscated, and moved to the jail's Belongings Chest and Evidence Chest, respectively. You
are then placed in a cell with a single Lockpick in your inventory. At this point, you can:
1. Serve out your sentence:
Interact with the bed in your cell, and serve your time.
In Markarth's Cidhna Mine, you must interact with the pickaxe instead to serve your time.
Serving your sentence wipes out any progress towards your next Skill increase in a
number of randomly-chosen Skills. The number of Skills that are penalized is determined by
your Bounty. For example, a petty crime like stealing a single potion might reset only one skill,
while a murder or two will likely reset all of them !
Note that you only lose progress towards your next skill increase- your skills don't actually
decline, and you don't lose any progress towards the next level from skills that have already
increased. So this sentence is relatively light, especially at low levels.
After serving your sentence, you are moved to the jail's entrance, and your inventory is
returned. Any items you've stolen remain inside the jail's Evidence Chest. Naturally, you can
re-enter the jail and steal them back, if you want (and you're competent enough).
2. Or, you can try to escape. Your prospects vary depending on where you're imprisoned:
Solitude (Haafingar), Whiterun (Whiterun Hold), and Riften (The Rift) have large jails
with several guards. While you can always pick the lock on your cell door and sneak out if
you're up to the challenge, the cells in each of these cities also have secret escape routes that
you can use to sneak out undetected, as long as you're careful. This only works once for each
jail (the next time you're imprisoned in that Hold, the guards have sealed the escape route).
Don't forget to grab your items from the jail's Belongings Chest on your way out, which you can
usually reach via a convenient hole in the wall from the escape passage.
Morthal (Hjaalmarch), Dawnstar (The Pale), and Falkreath (Falkreath Hold) have
rudimentary jails. Pick the lock and fend off a single jailer to make your escape. But do this
quickly before reinforcements arrive, and don't forget to reclaim your items on your way out!
Winterhold (Winterhold Hold) has a jail known as The Chill, which is well away from the
settlement, among the icebergs of the Sea of Ghosts. As befits the city home to the College
of Winterhold, The Chill features Frost Atronach "jailors". Force your way past them, then
swim across the freezing waters and ice floes to reach dry land and complete your escape.
Your inventory is not confiscated in this jail, so don't worry about looking for a Belongings
Chest.
Windhelm's jail is rather basic, but it has two attentive jailors, and the Belongings and Evidence
Chests are upstairs in one corner of the City Guard Barracks. Try to escape here, and expect to
have a real fight on your hands.
Markarth's jail is Cidhna Mine. No one escapes Cidhna Mine....
Crime and the Guilds
All of the above rules apply to every Hold in Skyrim, with the exception of locations owned
and operated by the major Guilds. The Companions of Whiterun, the Mages of the College of
Winterhold, the Thieves Guild of Riften, and the Dark Brotherhood have all developed very
particular ways of dealing with crime among their own members. For example, the Dark
Brotherhood only cares about assaults you inflict upon other members, and imposes a fixed fine
for such actions. Consult their appropriate Quests later in this book for all the information.
During the course of your adventure, you may find that CAUTION
your Guild actually encourages (if not downright orders) you
to commit crimes. Therefore, it's worth remembering the tactics above before
trying such anti social activities.
CRAFTING §>
When not delving into crumbling ruins in search of treasure, there are a number of other Skills any would-be Adventurer should explore.
This section reveals just how rewarding the Skills of Alchemy, Enchanting, Smithing, and the lesser crafting activities can be.
ALCHEMY
Foraging for Ingredients
The Foraging Process
NOTE For advice on which Alchemy Perksto take, and general
information on improving your Alchemy Skill, consult the Skills
and Perks section, hack on page 9.
£> Alchemic Experimentation: An Overview
With an Alchemy
Lab , combinations of
ingredients become
great elixirs or potent
poisons.
Alchemy is the craft of
combining ingredients to
create beneficial potions or
debilitating poisons. The key to
mastering this art is experimentation: When you Smith or Enchant an item, you already know
what the end result of what the crafting process is going to be; the recipes or combinations of
materials are clearly laid out in advance. Not so with Alchemy; you often have no idea what
you're making, and discovering a powerful new potion or effect is a thrill unto itself.
In short: The process of Alchemy involves foraging for ingredients, learning their effects,
and then experimenting by combining them with other ingredients to make potions and
poisons.
Living of f the land is more than just farming crops: Scour Skyrim
for ingredients.
The realm of Skyrim is filled with dozens of unique ingredients. Ingredients can be categorized
into three major groups: Ingredients that are grown (such as flowers, mushrooms, and crops);
Ingredients that are alive (such as dragonflies or butterflies); and Ingredients taken from an
enemy's corpse (such as Falmer Ears, Hagraven Feathers, or Troll Pat). All of these are stored in
the Ingredients menu in your Inventory.
CRIME AND PUNISHMENT ALCHEMY
SP-
TRANING
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
TIP If you plan to focus on your Alchemy Skill, scour the world collecting
everything you see: Pick flowers, catch insects, hunt, and go
fishing (that is, grab fish while swimming, rather than casting a line). Steal
any ingredients you see lying around in buildings, if you can get away with it--
potions made with stolen ingredients are not treated as stolen. The more (and
wider variety) of Ingredients you have, the quicker your skills will advance.
If Foraging isn't something you want to do, you can always purchase your
ingredients from Merchants. The best selections can be found in Alchemist shops,
located in all the major cities. However, this makes Alchemy a much more
expensive prospect.
Learning Ingredient Effects
Once you've collected one or more Ingredients, you can study it in your Inventory. Notice that
under its weight and value, there are four effects - the ingredient's alchemic properties - which
are all initially "unknown". Your ongoing task is to learn what all four of these effects are. Until
you do, your initial attempts at crafting Potions can be a little hit-or-miss.
Ingredient Digestion: The easiest way to learn the properties of an ingredient is to eat it!
This always reveals the first effect, and depending on your Alchemy Perks, it may reveal more.
The advantage of eating ingredients is that you always receive the first property; it always
works. The downside is that for rare items, you'll have to consume the item for no directly
beneficial effect.
Experimental Potions: Or, you can learn an Ingredient's properties by attempting to craft
a potion with the ingredient. Constant use of a particular ingredient will gradually allow you to
learn its effects and discover good combinations with other ingredients.
Crib-Sheets: Or, you can consult this guide, which helpfully lists the four alchemic
properties for every Ingredient in Skyrim.
After wiping out a camp of Giants, you
salvage three Giant Toes from their
corpses.
You eat one, and learn that its first
effect is 'Damage Stamina'. Easy!
A little later, you return to an Alchemy Lab and try combining it with Bone Meal, another
ingredient that has the "Damage Stamina" effect. It works, creating a Damage Stamina Poison,
but since you already knew both ingredients had that effect, you don't learn anything new.
You then decide to be a little more adventurous, and try combining it with Wheat, an
ingredient you know nothing about. Success! Both the Giant Toe and Wheat have two effects
in common- "Fortify Health" (the second effect on both ingredients) and "Damage Stamina
Regen" (the third effect on Wheat, and the fourth on Giant Toe). You learn the four new
effects, and acquire an interesting potion that fortifies your health at the cost of reducing your
stamina regen.
£> Crafting Potions
In order to craft potions, you must use an Alchemy Lab. If you plan to focus on Alchemy, you'll
wanttofind an Alchemy Lab that you can access quickly, and return to it frequently. Near the
start of your adventure, one good location is the Alchemy Lab inside the Sleeping Giant Inn in
Riverwood. Later on, you may want to purchase a house (see page 404) for convenient access
to your own Alchemy Lab, and plenty of storage space for ingredients.
Selecting Ingredients: Step up to the Alchemy Lab, pick two distinct ingredients (you
cannot combine two identical ingredients), and mix them together. You can optionally add a
third ingredient if you wish (and want to further experiment).
Experimental Potions: If you don't know any effects that the ingredients share, the
Alchemy Lab will caution you that the result is a "Potion of Unknown Effect", but you can still
try it.
When you combine Ingredients, the Alchemy Lab checks the complete list of the two (or three)
ingredients' effects. If none of those effects match, the crafting fails. If there is one or more
match, it succeeds.
Failure: If there were no matches, you receive nothing and use up the ingredients, but still
receive a small Alchemy Skill improvement. The Alchemy Lab remembers that the combination
failed and grays it out, indicating you don't need to try it again.
Success: If there was a match, the resulting potion or poison has all of the effects that
matched, in a much more potent form than simply eating one of the ingredients would have
given you. Most of the time, you receive an item with only one effect, but you may end up with
two, three, or even four matches.
Potion, or Poison? The resulting mixture is classified as a Potion if its primary effect is
beneficial, or a Poison if its primary effect is harmful. You can have Potions with lesser negative
effects and Poisons with lesser positive effects, although these aren't usually worth making
more than once during experimentation. The Purity Perk allows you to remove these side effects
from your mixtures, creating wholly positive potions and negative poisons.
Effect Reference: The Alchemy Lab menu handles all the bookkeeping for you- it knows
which ingredients you have, which effects you've learned, and which combinations you've
tried before without success. Based on this information, it even recommends ingredients that
you know you can combine to produce a specific result, like 'Restore Health'. While these
recommendations are great for quickly creating just the potion you need, don't forget to
experiment to continue learning new effects.
B?
An Example:
Potion of
Fortify Health
life
w
After collecting a Blue Mountain Flower
(Restore Health, Fortify Conjuration,
Fortify Health, Damage Magicka
Regen), and a Glowing Mushroom
(Damage Stamina, Fortify Health,
Fortify Carry Weight, Damage Stamina
Regen), you can combine them to create
a Fortify Health Potion.
Advanced Alchemy
Alchemy Skill and Potion Creation
Your Alchemy Skill improves the effectiveness of the potions and poisons you craft:
0 If an effect has only a magnitude (i.e., Restore 50 Health), your Skill increases it.
0 If an effect has only a duration (i.e., Invisibility for 30 seconds), your Skill extends it.
0 If an effect has both a magnitude and a duration, only one of the two values will
increase, never both. For Potions and Poisons that affect regeneration rate, the duration
increases; for everything else, the magnitude increases.
In addition to your raw skill, the perks in the Alchemy Tree dramatically increase the
effectiveness of potions you craft. Because of the number of factors that can affect the potency
of these potions, exact statistics are not listed in this guide. Consult the exact values in the
Alchemy Lab to see what you can create given your current skill and perks.
Your Alchemy skill increases when:
0 You learn a new effect for an ingredient.
0 You successfully craft a potion.
0 You attempt to craft a potion, but fail (a very small increase).
Three-Ingredient Potions
Potions with three ingredients are more likely succeed (with 1 2 effects between them, there's
a greater chance of at least one match). However, they are also more likely to produce results
with multiple effects... which may or may not be a good thing. You might end up with an
excellent potion that has three or even four positive effects- or one that has a bizarre mix of
positive and negative properties. These can still helpful when trying to learn ingredient effects
as quickly as possible, but you may not be able to get much use out of the resulting potion.
42
The fijiderjSeroils V
SKY rTm
< & TRAINIW6 PART 1 : CRAFHHG
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After collecting a Giant's Toe (Damage Stamina, Fortify Health, Fortify Carry Weight, Damage Stamina Regen), some Hanging
Moss (Damage Magicka, Fortify Health, Damage Magicka Regen, Fortify One-handed), and a Rock Warbler Egg (Restore
Health, Fortify One-handed, Damage Stamina, Weakness to Magic) you combine these together to create a Potion. The
resulting potion has all three effects that matched: it will Forify Health, Fortify One-Handed, and Damage Stamina.
£> Alchemic Recipes and Combinations
Novice Recipes
If you're just starting out on your adventure, here are a few good recipes to try:
Jr
An Example: Potion of
Fortify Health, Fortify
One-Handed, and
Damage Stamina
HEALTH POTIONS
±
POTION EFFECT
INGREDIENT#]
INGREDIENT #2f
Restore Health
Blue Mountain Flower
Butterfly Wing
Fortify Health
Grant's Toe
Hanging Moss
Regenerate Health
Juniper Berries
Nordic Barnacle
MAGICKA POTIONS
Restore Magicka
Creep Cluster
Red Mountain Flower
Fortify Magicka
Red Mountain Flower
Tundra Cotton
Regenerate Magicka
Garlic
Salt Pile
STAMINA POTIONS
Restore Stamina
Pine Thrush Egg
Purple Mountain Flower
Fortify Stamina
Garlic
Lavender
Regenerate Stamina
Bee
Mora Tapinella
RESISTANCE POTIONS
Resist Fire
Fly Amanita
Snowberries
Resist Frost
Snowberries
Thistle Brunch
Resist Shock
Glowdust
Snowberries
Advanced Recipes
At higher levels, once you have a wider range of ingredients at your disposal, you can begin to
construct potions with more and more complex effects. Here are just a few examples:
UTILITY POTIONS
Invisibility
Chaurus Eggs
Nirnroot
Waterbreathing
Chicken's Egg
Nordic Barnacle
POISONS
Damage Health (Weak)
F aimer Ear
Imp Stool
Damage Health (Strong)
Falmer Ear
River Betty
Damage Magicka
Butterfly Wing
Hanging Moss
Paralysis
Canis Root
Imp Stool
TWO-EFFECT FOTIONS
H POTION EFFECT
INGREDIENT#!
INGREDIENT #2
INGREDIENT #3f
| Restore Healib and
1 1 Fortify Health
Blue Mountain
Flower
Wheat
None
| 1 Invisibility and Regen
1 1 Health
Luna Moth Wing
Vampire Dust
None
Paralysis and Damage
1 1 Health
Canis Root
Imp Stool
River Betty
THREE-EFFECT POTIONS
Fortify Heavy Armor,
Fortify Block, Resist
Frost
Briar Heart
Slaughterfish Scales
Thistle Branch
i — -i Fortify One-handed,
Fortify Sneak, Fortify
Light Armor
Beehive Husk
Hawk Feathers
Rock Warbler Egg
Fortify Magicka,
Fortify Destruction,
’ Restore Magicka
Briar Heart
Ectoplasm
Glowdust
— — j Regen Magicka,
) Fortify Magicka,
Restore Magicka
Briar Heart
Jazbay Grapes
Moon Sugar
FOUR- EFFECT POTIONS
1 — | Regen Magicka,
J Resist Frost, Resist
Fire, Restore Mogitko
1
Fire Salts
Moon Sugar
Snowberries
1 1 Invisibility, Regen
Health, Fortify Light
Armor, Cure Disease
Hawk Feathers
Luna Moth Wing
Vampire Dust
NOTE ft Hie order in which you mix the Ingredients doesn't matter).
Please see the Inventory Chapter for tobies listing all of the
available ingredients and their properties (weight, value, effects). In addition,
three sample locations are given where each ingredient can be found (usually in
abundance). There is also an Alchemy Effects List, which reveals every effect of
an ingredient, and which ingredients have these effects.
ENCHANTING
NOTE For advice on which Enchanting
Perks to take, and general
information on improving your Enchanting Skill,
consult the Skills and Perks section, back on
page 9.
£> Arcane Enchanting: An Overview
With an Arcane Enchanter • items are both ruined
and reborn as new and more powerful objects.
Enchanting requires you to make short-term sacrifices for
long-term rewards. The important (and sometimes difficult)
choices you make throughout this process determine what items
you can create, and how powerful they will be.
In short: Enchanting is the art of imbuing an item with magical
enchantments powered by soul energy. However, this is done
at the expense of other enchanted items.
4
ALCHEMY ENCHANTING
>■
% TRANIMG
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRiM
APPENDICES AND INDEX
To enchant an item, you need:
0 An Enchantment. Before you can imbue an item with an enchantment, you must first
learn that enchantment by disenchanting an item with the same base effect.
0 A filled Soul Gem. While you can find filled Soul Gems in the world, you can also create
them by using an empty Soul Gem and the Soul Trap spell (Conjuration) or a weapon
enchanted with the Soul Trap enchantment.
0 An unenchanted item. These are easy to find, though you may wish to Smith your own
in order to have a ready supply of items to enchant.
0 The Arcane Enchanter: To enchant an item, you will also need to use an Arcane
Enchanter. If you plan to focus on Enchanting, locate an Arcane Enchanter you can return
to quickly and easily, and make a point of visiting it often. Two locations close to your
starting point of Helgen are Anise's Cabin across the river from Riverwood, and Farengar's
study in Whiterun's palace of Dragonsreach. Later on, you may want to purchase a house
with an Arcane Enchanter (see page 404).
^ Disenchanting Items
The only way to learn new enchantments is to disenchant an existing enchanted item. The
disenchanting process destroys the original item, and teaches you the item's base enchantment-
that is, its fundamental ability (e.g., 'Fortify Health'), not its specific value ('Fortify Health
50'). Once you learn an enchantment, you can apply it to as many other items as you wish.
Early on, disenchanting may be a difficult, even painful decision- enchanted items are both
useful and extremely valuable, while the enchantment you learn does nothing in and of itself.
You should definitely make use of enchanted items you find, rather than rushing to disenchant
them all. But when you outgrow an item, or find something you aren't interested in, consider
disenchanting it instead of selling it- you're making an investment in your future.
It is important to remember that you learn only the base (or general) enchantment, and not the
specific enchantment that appears on the item. Because of this, disenchanting a more valuable
item doesn't give you a better enchantment, as these examples show:
Drogonscale Boots of Peerless Hjde Boots of Minor Sneaking
Sneaking (Value 2,614). (Value 797).
i
Both of these items, when disenchanted (and destroyed) teach you the Fortify Sneak base
enchantment.
A Weapon Example: Weapons with Absorb Health
Daedric Warhammer of the
Vampire (Value 5,236).
Dwarven Dagger of
Absorption (Value 324).
Both of these weapons, when disenchanted, grant you the Absorb Health base enchantment.
The conclusion? That - to start with, at least - it is better to destroy a low value item rather
than a high value one, especially if you want to use or sell the higher-value item.
However, there is one advantage to disenchanting more expensive items: disenchanting
helps increase your Enchanting Skill, and your skill will increase faster when you disenchant a
high-value item than when you disenchant a lower-value one.
44
me 6 ider -Scrolls V
s'kyrTm
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If you plan to focus on Enchanting, disenchant enchanted items early and often, as soon
as they're no longer of use to you, to quickly build your repertoire of effects. If you're coming
to Enchanting at a later level (20+), you may want to disenchant higher-valued items to help
your skill advance more quickly. You can only learn each base enchantment once, so don't
expectto disenchant your way to 1 00.
m NOTE Don't worry about disenchanting Quest or Unique Items; they
don't even show up in ihe Enchanting menu!
£> Soul Gems
Acquiring Soul Gems
A collection of Soul
Gems, just ready to be
gathered up and filled.
You can acquire Soul Gems in a
number of ways:
Purchasing Filled Soul
Gems: You can buy filled soul
gems from merchants directly.
However, this is an extremely
expensive proposition, as a filled gem is three to four times more expensive than a comparable
empty one.
Purchasing Empty Soul Gems: If you need to buy a Soul Gem, you're better off
purchasing an empty one and filling it yourself. Although this takes a little more work, the
savings can help you break even (or even turn a profit) on the item you enchant.
Finding Soul Gems: An even better option is to find (or steal) the Soul Gems you need:
Any Dwarven City, Warlock Den, Vampire Lair, or Nordic Ruin will usually have Soul Gems
lying around. Enemies in these areas (especially Dwarven Automatons) often carry Soul
Gems as well.
There are a number of areas in the College of Winterhold where you can simply take Soul
Gems for free.
Or you can steal them from other mages, such as the Court Wizards or the mages of
the College.
Filling Soul Gems
A successful Soul Trap captures a wild animal's essence for your
arcane antics.
In order to trap a creature's soul in an empty Soul Gem, you will need either:
The Soul Trap Spell: Cast this spell on a creature and kill it before the spell wears off
to snare its soul. If you plan to focus on Enchanting, make sure to purchase this spell from
Farengar, the Court Wizard of Whiterun, as soon as possible.
A Soul Trap Enchantment: If casting Soul Trap becomes a nuisance, look for a weapon
with the Soul Trap enchantment imbued in it. Then all you need to do is slay the creature using
the weapon to capture its soul. You can obviously enchant a weapon for this purpose, as well as
finding one.
TRAI NING PA RT 2: CRAFTING
yilAli: mm V/ VJ-J f } ilAliS&litti
TIP When filling a Soul Gem, there are some key points to remember:
0 Most Soul Gems only hold the souls of creatures, and not humans
(or humanoid races),
0 They only hold souls up to a specific level. To Soul Trap a stronger creature,
you need a larger Soul Gem.
0 After slaying a Soul Trapped creature, their soul is automatically absorbed by
the smallest possible empty Soul Gem in your inventory (so you don't need to
pick or equip one).
0 Warning! If you don't have a Soul Gem of the correct size, the soul is captured
by the next largest Soul Gem. Although this works, you lose some of that Soul
Gem's potential value.
0 Warning! If you don't have any empty Soul Gems, or Soul Gems large enough
to hold the creature's soul, thesoul is lost.
0 Conclusion: Heed these warnings and carry multiple Soul Gems of each size,
and check frequently to make sure you know what you're carrying, or you risk
wasting a valuable or rare Soul Gem!
0 Black Soul Gems are rare, but also available. These can hold any human soul,
regardless of level.
0 Undead (Draugr, Skeletons), Daedra, and Dwarven Automatons (Dwarven
Spheres, Centurions) don't have souls, and can't be Soul Trapped.
0 Conjured Atronachs, raised zombies, and Dwarven Automatons (Dwarven
Spheres, Centurions) don't have souls and can't be Soul Trapped.
Petty Soul Gems are almost worthless for Enchanting — CAUTION j
you'll rarely receive bonuses of more than a point or two.
Save them for recharging your weapons, and plan to use at least a Lesser
Soul Gem.
<|€ NOTE Need to know exactly what Soul Gem to use on a particular
creature? Then cross-reference the level of creature the Soul Gem
can hold (in the Saul Gems chart of The Inventory Chapter, on page 36), with the
level of the creature in this guide's Bestiary (page 101). Then youll know which
type of Saul Gem is correct for your purposes.
Unenchanted Items
Unenchanted weapons and
armor can obtained in one of
three ways:
By Purchasing Them:
This is obviously the fastest
and most straightforward option, as most Merchants have a wide variety of unenchanted items
for sale. However, if you hope to turn a profit with your Enchanting, you'll need a high Speech
Skill (in order to barter the prices down), or the merchant's cut (both when you buy the original
item, and then sell the enchanted version of it back to them) will leave you with a loss, not
a profit.
This selection of
weaponry looks good
enough to try your
enchanting on.
By Finding Them: This is a much better plan. Simply grab them while on your travels.
By Smithing Them: True artisans should consider smithing their own weapons and armor
(on a Forge), enchanting them, improving them (on a Grindstone or Workbench), and then
selling them for incredible profits. If you're not motivated by money, Smithing also allows
you to create and enchant exactly the item you want.
t$> Enchanting
Enchanting a Weapon
The tell-tale glow of an
enchanted weapon ,
made stronger by a
professional imbuer!
Now that your preparations
are complete, journey to any
Arcane Enchanter with the
items you wish to enchant
in your inventory. Select the
weapon and the Soul Gem first, and then pick the enchantment. This is important, because the
type of Soul Gem you use has a huge impact on the next decision you must make: how strong
to make the enchantment. Remember, Enchanting is all about choices!
Enchanted Weapons and Charges
All Enchanted Weapons have charges. These represent the amount of soul energy that remains
within the weapon. When all of an item's charges are expended, the weapon's enchantment
ceases to function (and it essentially becomes a "normal" or unenchanted weapon) until you
recharge it.
Think of this as a formula: Charge Capacity -f Enchantment Cost = Charges.
Charge Capacity: The item's capacity is determined by the strength of the soul used during
the enchanting process. For example, a Grand Soul Gem containing a Grand Soul has a greater
capacity than a Petty Soul Gem containing a Petty Soul. Note that capacity is determined by
the soul, not the gem- a Grand Soul Gem containing a Petty Soul is no better than a Petty Soul
Gem with that soul.
Enchantment Cost: The item's Enchantment Cost depends on three factors:
Inherent Strength. Some enchantments are simply more powerful (and thus more
expensive) than others.
Selected Strength. When you select a weapon enchantment, you can use the slider to
choose how powerful to make the enchantment. The stronger you make it, the higher the cost,
and the fewer total uses you can get from the item.
Your Enchanting Skill. The higher your skill, the lower the cost, and the more total uses
you can get from the item.
The soul and your Enchanting Skill also determine the maximum strength of the enchantment
you can apply to the item.
The right balance: This choice is entirely up to you- experiment and see what works best
for your play style. If you keep a large supply of Soul Gems on hand, recharging a weapon
frequently may not be much of an issue. If you don't, or keep forgetting to recharge your
weapon, a weaker but longer-lasting enchantment may work out better.
Recharging Weapons
To recharge an enchanted weapon, you need a partially or completely-depleted weapon and a
filled Soul Gem. Select the weapon in your inventory, pick Recharge, and then select the Soul
Gem you want to use.
TIP Recharging an enchanted weapon gives you a small boost to your
Enchanting skill, and is a great way to use up those Petty Soul Gems.
NOTE A weapon's maximum charge is fixed when It is created. Yau
can'l use the recharging process to give it more charges than it
originally had; any excess charges (from a Soul Gem with more charges than the
one you used during the Initial Enchantment, for example) are lost.
-<&
ENCHANTING
£> TRANING
THE BESTIARY
QUESTS
ATLAS OF SKYRiM
APPENDICES AND INDEX
A Weapon Example:
Enchanted Ebony
Greatsword: "The
Slumbering Void"
Mi
After constructing an Ebony Greatsword on the Forge (Damage 22, Weight 22, Value 1,440),
you take it to an Arcane Enchanter. You pick a Grand Soul Gem and the Absorb Health
Enchantment. With an Enchanting skill of 55 and several perks in Enchanting, you have a range
of strengths to choose from, from [Absorb Health 1, 800 Charges] to [Absorb Health 1 3, 47
Charges] . You select the strongest version of the effect, rename the item, and craft it. You now
posess "The Slumbering Void" (Damage 22, Weight 22, Value 2,304, Absorb 1 3 points of
health.).
NOTE Remember, your version of "The Slumbering Void" may have
different statistics, as it changes depending on your skills.
Enchanting Armor
Crofting o set of armor and enchanting it gives you the very best
in outfits .
To enchant a piece of armor, visit an Arcane Enchanter with the items in your inventory. Always
choose the armor piece first, then the enchantment, and then the soul gem.
Enchantment Restrictions: Not all Armor Enchantments can be applied to all pieces of armor.
Sometimes, these restrictions are logical: Muffle (quiet movement) can only be placed on
boots. Waterbreathing can be placed on Helmets, but never boots. But other restrictions are
more complex and less obvious. Fortunately, the armor enchantment chart in The Inventory
chapter has all the details.
Enchanted Armor Strength: Once you've selected a piece of armor and an enchantment you
want to apply to it, you still need to choose a Soul Gem. Unlike Enchanted Weapons, Enchanted
Armor does not have charges: the armor grants you a constant bonus as long as you wear it.
Instead, the soul's capacity, in combination with your Enchanting Skill, determines the strength
of the enchantment you can create. In effect, your skill allows you to squeeze more power from
a given Soul Gem.
TIP Remember, all numeric bonuses from Enchantments "stack",
meaning you can increase any stat you wish by (for example)
enchanting a helmetandarmorwiththesame Enchantment. This only
applies to Enchantments with numeric values; you can't (for example) have
a Waterbreathing Enchantment on two pieces of equipment and expect any
additional benefit.
An Armor Example:
Enchanted Daedric
Armor: "Azura's Wall"
EP
After constructing a suit of Daedric Armor on the Forge (Armor 49, Weight 50, Value 3200),
you take it across to an Arcane Enchanter and pick the Fortify Healing Rate Enchantment. You
then need to select a Soul Gem. With an Enchanting skill of 55 and several perks in Enchanting,
a Common Soul Gem will give you [+5% Healing Rate], a Greater Soul Gem [+11%], and
a Grand Soul Gem [+1 7%]. You select the Grand Soul Gem, rename the item, and craft it.
You now posess "Azura's Wall" (Armor 49, Weight 50, Value 3842, Health regenerates
1 7% faster.)
General Advice
<<W TIP if you want to make money with Enchanting, find or make most of
the components yourself. Otherwise, the merchant's mark-up on the
item and Soul Gem will wipe out the additional value you create by adding the
enchantment.
Your character level and the item you are enchanting have no effect on the
strength of the enchantment. You can infuse the same enchantment into an Iron
Helm as into a Daedric Helm.
All Armor Enchantments stack, so a Cuirass and Gauntlets that both increase
your Heavy Armor skill by +10% will together give you a bonus of +20%.
Stacking is especially powerful with Elemental Resistance Enchantments (to Fire,
Frost, or Shock): keep a few items on hand and equip them as appropriate if
a dragon attacks. Note that there is a limit to this- at most, you can have an
85% Resistance to Magic, Fire, Frost, or Shock damage. Beyond that point, any
further bonuses are wasted.
If you wield two weapons, don't forget to enchant them with complimentary
enchantments! Two Fire, Frost, or Shock damage enchantments are great for
causing maximum damage, or combine Absorb Health and Absorb Stamina
enchantments to sustain you in a long battle.
You can't make your own enchanted Staffs, Scrolls, or Spell Tomes.
Disenchant junk. If you don't need the gold, it pays to disenchant any cheap
enchanted items you find so you can take advantage of their effects later on.
If an enchanted item has outlived its usefulness and been drained of charges,
instead of recharging it, you may want to disenchant it, learn its effect, and
apply that effect to another item instead.
Get Soul Trap. The Soul Trap spell is critical to Enchanting, and worth picking
up as soon as possible if you plan to focus on this skill. Provided you have the
Soul Gems, Soul Trap everything you can so you have filled gems to power and
recharge your items.
Combine both Smithing and Enchanting to get the maximum benefit from
both skills, crafting and enchanting incredibly powerful weapons and armor to
enhance your style of play.
NOTE The Inventory Chapter has tables listing the Base Enchantments
far weapons and armor you disenchant, Enchantment Modifiers
(the Enchantments that appear on items you find in the world), all the different
kinds of Soul Gems, and the levels of the creature they can hold.
The ^det-Scroik V
skyrTm
TRAINING PART 2: CRAFTING
rrn mm mi « mmummm
46
<^> NOTE for advice on which Smithing Perks to take, and general
information on improving your Smithing Skill, consult the Skills
and Perks section, back on page 9.
£> Forging Ahead: An Overview
A noble Nord
profession , a trade of
gruff artisans occurring
across the realm .
Smithing is the art of creating
and improving weapons
and armor, accomplished
through a series of progressive
improvements. Smithing is
straightforward, fast, and reliable. Unlike Alchemy and Enchanting, there are no complicated
choices or arcane experiments to perform: You know precisely what is needed to construct or
improve an item, and what the end result of your sweat and toil will be.
In short: Smithing involves Forging and progressively Improving Items.
TIP There are a number of secondary crafting activities that you may
want explore if you plan to focus on Smithing, as they produce
many of the raw materials required for this craft. These activities are not
required (you can buy everything you need from other smiths), and do not
improve yourSmithing skill, but they are the cheapest way to obtain raw
materials (outside of stealing them). For more information on Mining, Smelting,
and Tanning, seepage 52.
£> Forging
The Forging Process
The Blacksmith's Forge:
Mold raw materials into
fabled weapons and
armor.
The first step in Smithing is to
locate a Blacksmith's Forge
or Anvil, where the process
of making new weapons and
armor first begins. When you
interact with a Forge, a complete list of the items you can create, and the components you
need to make them, is shown. This list expands dramatically as you take perks in your Smithing
Skill. If you have the necessary materials, simply choose the item you wish to craft, and it is
hammered out on the Forge. Simple!
<&C NOTE Your Smithing Skill improves each time you craft an item using
the Forge (although It moy not increase by a full point). However,
remember that your Skill has no direct effect on the items you create: an Iron
Sword Is on Iron Sword, whether it was mode by o novice Blacksmith in Riften or
Eorlund Gray-Mane on the Skyforge itself!
As your adventure begins, your Smithing Skill is low, meaning you can only work with a few
kinds of basic materials, such as Iron, Hide, and Leather. However, as your Smithing Skill
increases, and you begin to choose perks in the Smithing constellation, you gradually unlock the
ability to Forge more and more varieties of materials into weapons and armor. At the highest
levels, this includes the fabled Daedric, Dragonplate, and Dragonscale gear!
Approach the Blacksmith's
Forge with 4 Iron Ingots and 3
Leather Strips in your inventory.
Activate the Forge, select the
Iron Warhammer from the Iron
category, and craft it. Your
materials are consumed by the
forging process, and you receive a shiny new Iron Warhammer,
A Novice
Iron Warhammer
An Iron
Warhammer
ft
Once your Smithing Skill
reaches 90, and you've taken
the Daedric Smithing Perk,
approach the Blacksmith's Forge
with 5 Ebony Ingots, 3 Leather
Strips, and a Daedra Heart in &
your inventory. Activate the
Forge, select the Daedric Warhammer from the Daedric category, and craft it. Your materials are
consumed, and you receive this wicked-looking warhammer.
A Master Example:
Daedric Warhammer
A Daedric
Warhammer
Forging Materials
Forging usually requires components like metal ingots, leather, and leather strips. However, the
highest-quality items may also require more or expensive materials, such as quicksilver, dragon
scales, or daeda hearts. Knowing what is needed to forge your next level of gear is imperative
so you can keep an eye out for it on your travels.
Purchasing Materials: The easiest way to acquire materials is simply to purchase them. In
towns (such as Riverwood), you'll almost always find a Blacksmith working the Forge. These
craftsmen and women typically have ingots, ore, leather, and leather strips for sale. As your
level increases, Smiths begin to carry higher-level materials too. However, you will always have
to search for the rarest of components.
The Purist Smithy: The purist won't settle for purchasing materials when they're free for
the taking in the wild! Instead, they seek out mines (or ore veins dotted throughout the
wilderness), to mine your own ore with a trusty Pickaxe, and use the Smelter to smelt your
own ingots. Hunt wild animals, gather their pelts and use Tanning Racks to turn their hides
into the leather and leather strips you require. You're free to live off the land; not fill some
blacksmith's sweaty pockets!
In short: Purchasing materials is far faster and easier. Finding your own materials takes time,
but allows you to turn a better profit.
The Economics of Forging
Unless you're aggressively focusing your Smithing Skill, you can often find or purchase gear of
a particular type before you're able to forge it yourself. Forging is still great for completing a
set of armor (for example, hammering out a Dwarven Helmet to go with your Dwarven Armor),
so you can quality for the Matching Set (Heavy Armor Perk) or Custom Fit (Light Armor Perk)
bonuses.
The very best weapons and armor (Ebony, Daedric, Dragonscale, and Dragonplate) can never
be bought in shops, so you must either find them in dungeons or forge them yourself. Smithing
really pays off here- while it's still challenging to forge a complete set of Daedric or Dragonplate
gear, it's far easier than scrounging through dungeon after dungeon in the hope of finding just
the right piece to complete a set. Smithing is also excellent for creating non-enchanted items
you're planning to enchant later using your Enchanting Skill.
While you can make money by forging your own items and then selling them, you need to
be careful in how you go about it. Purchasing materials from a merchant, taking them to a
Forge to create an item, and then returning to sell the item back to the merchant may help you
improve your Smithing Skill, but financially, it's always a losing proposition. If you want to use
Smithing to make money, it's always better to gather materials from the wild, although that
can become a time-consuming process.
4
ENCHANTING SMITHING
TRANIMG
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
If you decide to focus on Smithing, you'll occasionally find you require certain materials
before they're commonly available from merchants. Once again, this is when foraging in the
wilderness, or swinging a pickaxe at an ore vein is your best option. Check the Mining section
on page 52 for locations where rare ores can be found.
si
NOTE All Blacksmith Forges allow you to forge of the same weapons
and armor; there's no difference between them. With one
exception. After completing The Companions Quest: Glory of the Dead, yon can
croft a unique set of Nerd Hero weapons at Eorlund Gray-Mane's Skyforge in
Whiterun.
Improving Items
The Grindstone:
Sharpen a blade to
improve its damage
and value.
The Workbench: Temper
armor into defensive
and wearable works
of art.
Contrary to what you might
believe, the heart of Smithing
lies not in crafting items, but
in improving them. As with
Forging, these improvements
are simple, and result in equally straightforward bonuses to your attack (weapons) and defense
(armor) that can significantly improve your combat effectiveness. As you might expect, arms
and armor improved in this way also commands a premium when sold to merchants.
TIP A Master Blacksmith can improve plain Steel Armor to make
it almost as strong as Dragonplate. And if he's improving
Dragonplate? The results are even more spectacular!
The Grindstone: You improve weapons by sharpening them at a Grindstone.
The Workbench: You improve armor by tempering it at a Workbench.
When interacting with either of these crafting stations, you are given a complete list of the
items you hove (whether they were found, bought, stolen, or made by you) that can be
improved, along with the materials you need to improve each of them. Improving a weapon
or piece of armor always requires one piece of that item's primary material; so sharpening an
Iron Sword requires one Iron Ingot, while tempering a Dragonscale Cuirass requires one Dragon
Scale. The clue is in the name!
In exchange for using this material, you receive a bonus to your weapon's damage, or armor's
defense rating based on your Smithing Skill and Perks. As your Smithing Skill improves, you're
able to return to a Grindstone or Workbench and improve the same item again (at the cost of
one material each time), to increase that bonus still further, if you wish.
Rules to remember
Bonuses are Not Cumulative: Having sharpened an Iron Sword with a Smithing Skill of 25
(using an Iron Ingot), you return to the Grindstone with a Smithing Skill of 50 (and expend
another Iron Ingot) to receive a better bonus. However, if you'd waited and brought the sword
to the Grindstone for the first time at Skill 50, the bonus would be the same.
Bonuses stack with Enchantments: However, if you're a skilled craftsman in the arts of
Smithing and Enchanting, you con Forge an item, then both Improve and Enchant it for
maximum damage. Note that you need the Arcane Blacksmith Perk in order to improve
The Blder Screak V
skTy ram
<s
enchanted weapons and armor, so if you don't have it, make sure to sharpen or temper the
item before you enchant it! Otherwise, the order doesn't matter.
Nomenclature: When you improve an item, it receives a modifier that indicates the amount of
improvement you've made to the weapon. This modifier is based on your Smithing Skill and
Perks. After you've improved an item, you can only improve it again once your Smithing Skill
and Perks will allow you to raise it to the next modifier rank. For example:
If you have a Smithing Skill of 39 and the Steel Smithing Perk, and improve a Steel
Sword at a Grindstone, the sword will receive the 'Superior' modifier and a [+3] damage
bonus.
Return with a Smithing Skill of 40, and your skill has reached the next threshold, allowing
you to improve the sword again. This gives it the 'Exquisite' modifier and a better bonus, [+5].
If you come back with a Smithing Skill of 55, your skill has not yet reached the next
threshold, so you can't improve that sword again. If you have a different Steel Sword you want
to improve, it will also receive the 'Exquisite' modifier and a [+5] bonus.
There are no perks thal improve iron weapons; only CAUTION Q$>
weapons of other metal types.
ft
Approach a
Grindstone with an
Iron Warhammer
and an Iron Ingot
in your inventory.
Interact with
the Grindstone,
select the Iron Warhammer, and hit Craft. With a Smithing Skill of 42, the Iron Warhammer
(Superior) receives +3 Damage and its value increases by +20 (25%).
A Novice Example: Improving the
Iron Warhammer
The Iron Warhammer
(Superior)
Bring a Daedric
Warhammer and
an Ebony Ingot
to the grindstone
and improve it.
With a Smithing
Skill of 100 and
the Daedric Smithing Perk, the Daedric Warhammer (Legendary) receives +1 1 Damage and its
value doubles, increasing by 4000. Given that the ingot costs a mere 1 50 gold, that's a 3,850
gold profit!
A Master Example: Improving a
Daedric Warhammer
The Daedric Warhammer
(Legendary)
The Economics of Improvements
Improving the items you find (as well as those you forge) is simple, quick, and relatively
inexpensive, making this an excellent way to both increase your Smithing Skill and earn some
extra gold. Simply collect weapons and armor throughout your travels, then improve them
before selling them for a profit.
At lower levels, this yields dividends, as you're constantly using your Skill, and may even make
your money back (especially if you mine, smelt, or tan your own materials). At higher levels,
with good Smithing (and Speech Skills for bartering), you can easily rake in hundreds or even
thousands of additional gold for each haul of loot.
General Advice
Improve and Sharpen everything. As discussed above, this is one of the fastest and
easiest ways to make money, especially later in the game, with high Smithing and Speech
skills.
Stop Overpaying for Materials. Smithing can be an expensive hobby if you have to buy
all your components from local merchants. If you're tired of paying a premium on leather or
ingots, and you have some time to spare, make them yourself!
Delve into Dwarven Ruins. One of the easiest ways to level your Smithing Skill is to
clear out a Dwarven Ruin, then go back and make a second trip to haul out all of the scrap
metal you can carry. Smelt it down into Dwarven Metal Ingots, and you'll have more materials
than you know what do to with.
TRAINING PART 2: CRAFTING
3 »
m QM mi
[ L M 4 j^ jil t ji j I jf’ Tl
Save those Daedra Hearts. Daedra Hearts are among the rarest ingredients, but they're essential for forging Daedric Weapons and Armor. If you find any early in your adventure, save them
until you're ready for them. Otherwise, you'll have to make them yourself with an equally rare ingredient (in College of Winterhold Radiant Quest: The Atronach Forge) or track down the one
merchant who sells them (Enthir, also at the College of Winterhold) and pay an outrageous premium.
Smithing Recipes
NOTE The following table lists the recipes for forging
each weapon and piece of armor. Since the
Tempering recipes are straightforward {always one item of the
primary material}, they aren't necessary to show.
SMITHING IMPROVEMENT MODIFIERS
V
V
NAME
SKILL (WITH PERKS)
Fine 0-19
Flawless
60-79
Superior 20-39
Epic
80-99
Exquisite 40-59
Legendary
100
171
INGREDIENTS
NAME
DMG/AMR
WEIGHT
VALUE
HIDE
□
3 Leather Strips, 4 Leather
Hide Armor
20
5
50
□
2 Leather Strips, 2 Leather
Hide Boots
5
1
10
□
2 Leather Strips, 1 Leather
Hide Bracers
5
1
10
□
1 Leather Strips, 2 Leather
Hide Helmet
10
2
25
□
2 Leather Strips, 4 Leather
Hide Shield
IS
4
25
IRON
c
1 3 leather Strips, 5 Iran Ingot,
| Corundum Ingot
Banded Iron
Armor
28
35
200
C
1 1 leather Stops, 4 Iran Ingot,
| Corundum Ingot
Banded Iran
Shield
22
12
100
3 leather Strips, 5 Iron Ingot
Iron Armor
25
30
125
2 leather Strips, 4 Iron Ingot
iron Battleaxe
16
20
55
2 Leather Strips, 3 Iron ingot
Iron Boots
10
6
25
—
1 Leather Strips, 1 Iron Ingot
iron Dogger
4
2
10
1 Leather Strips, 2 Iron Ingot
Iron Gauntlets
10
5
25
2 Leather Strips, 4 Iron Ingot
Iron
Gfwtswoffd
15
16
so
2 Leather Strips, 3 Iron Ingot
Iron Helmet
i 15
5
60
2 Leather Strips, 3 Iron Ingot
Iron Mace
9
13
35
[ 1 Leather Strips, 4 Iron Ingot
Iron Shield
20
12
60
1 Leather Strips, 2 Iron Ingot
Iron Sword
9
25
a
2 Leather Strips, 2 Iron Ingot
Iron War Axe
8
11
30
3 Leather Strips, 4 Iron Ingot
ton
Worhammer
18
24
60
STUDDED
3 Leothar Strips, 4 Lenthei, 1 Iron ;tlJ()( , edAmw
Ingot
33
6
75
IMPERIAL
3 Leather Strips, 2 leather, 4 Steel
Ingot |
Imperial Armor
25
35
ioo
□
2 Leather Strips, 1 Leather, 2 Steel
Ingot
Imperial Boots
10
8
20
2 Lealher Snips, 1 Leather, 2 Steel
Ingot
Impend
Bracers
10
4
15
□
1 Leather Strips, 1 bother, 2 Steei Imperial
Ingot Helmet
IS
5
50
2 Leather Strips, 4 Steel Ingot
|
Imperial
Shield
20
12
50
Q
INGREDIENTS
NAME DMG/AMR
WEIGHT
VALUE
STEEL
32
6
350
2 Leather Strips, 1 Leather, 2 Steel
ingot, 1 Corundum Ingot
Seeled Boots
9
2
70
2 Leather Slaps, 1 Leather, 1 Steel
ingot, I Corundum Ingot
Scaled Bracers
9
2
70
] Leather Strips, 1 Leather, 2 Steel
Ingot, 1 Corundum Ingot
Scaled Helmet
14
2
175
3 Leather Strips, 4 Steel Ingot, 1
iron Ingot
Steel Armor
31
35
275
2 Leather Strips, 4 Steel Ingot, 1
Iron Ingot
Steel
Battleaxe
18
21
100
2 Leather Strips, 3 Steel Ingot, 1
Iron Ingot
Steel Cuffed
Boots
12
8
55
T Leather Strips, 1 Steel Ingot, 1
Iron Ingot
Steel tagger
5
2.5
18
3 Leather Strips, 4 Steel Ingot, 2
Iran Ingot
Steel
Greatsword
17
17
90
2 Leather Strips, 2 Steel Ingot, 1
Iran Ingot
Steel Helmet
17
5
125
=
2 leather Ships, 2 Steel Ingot, 1
Iran Ingot
Steel Horned
Helmet
17
5
125
2 Leather Ships, 2 Steel Ingot, 1
Iran Ingot
Steel Imperioi
Gauntlets
12
4
55
T Leather Ships, 3 Steel Ingot, 1
Iran Ingat
Steel Mace
10
14
65
2 Leather Ships, 2 Steel Ingot, 1
Iran Ingot
Steel Hordk
Gauntlets
12
4
55
3 Leather Ships, 3 Steel Ingot, 1 Iran
Ingot, 1 Corundum Ingot
Steel Plate
Armor
40
38
625
2 leather Ships, 2 Steel Ingot, 1 Iran
Ingot, 1 Corundum Ingot
Steel Plate
Bools
14
9
125
2 leather Ships, 2 Steel Ingot, 1 Iran
Ingot, 1 Corundum Ingot
Sleel Plate
Gauntlets
6
125
3
2 Leather Ships, 2 Steel Ingot, I Iran
Ingot, 1 Corundum Ingot
Steel Plate
Helmet
19
6
300
□
1 Leather Ships, 3 Steel Ingot, 1
Iran Ingot
Steel Shield
24
12
150
□
2 leather Ships, 3 Steel Ingot, 1
Iran Ingot
Steel Shin
Soots
T2
8
55
□
1 Leather Ships, 2 Steel Ingot, 1
Iran Ingot
Steel Sward
8
10
45
□
2 leather Ships, 2 Steel Ingot, 1
Iran Ingot
Steei War Axe
9
12
55
□
3 bather Ships, 4 Steel Ingot, t
Iran Ingot
Steel
Warhammer
20
25
110
LEATHER
□
3 Leather Ships, 4 Leothej
Leather Armor
26
6
125
□
2 bother Strips, 2 Leather
Leather Booh
1
2
25
□
2 bather Ships, 1 bather
Leolhar
Bracers
1
2
25
<«
— C
THE INVENTORY
SMITHING
££ TRANIMG
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
£
INGREDIENTS
NAME
DMG/AMR
WEIGHT
VALUE
2 Leather Strips, 3 Orkhaicum Ingot,
1 Iron Ingot
Offish 8gdi$
IS
7
200
2 Oftchakum ingot, 1 Iron Ingot
Offish Bcm 1
10
9
150
1 Leather Strips, 1 Orichalcum ingot,
1 Iron Ingot
Offish Dagger
6
3
30
2 Leather Strips, 2 Orichalcum Ingot,
1 Iron Ingot
OFdsh
Gauntlets
IS
7
200
3 Leather Strips, 4 Orichalcum Ingot,
2 Iron Ingot
Offish
CrsatswoEd
18
18
75
2 Leather Strips, 2 Orichalcum Ingot,
1 Iron Ingot
Ortish Helmet
20
■ ■
8
500
1 Leather Strips, 3 Orichalcum Ingot,
1 Iron Ingot
Offish Mace
11
15
105
1 Leather Strips, 3 Orichalcum Ingot,
1 Iron Ingot
Orcish Shield
30
14
500
1 Leather Strips, 2 Orichalcum Ingot,
1 Iron Ingot
Orcish Sword
9
11
75
2 Leather Strips, 2 Orichalcum Ingot,
1 Iron Ingot
Orcish War
Axe
10
13
90
3 Leather Strips, 4 Orichalcum Ingot,
1 Iron Ingot
Orcish
Worhommer
21
26
180
EBONY
□
3 Leather Strips, 5 Ebony Ingot
Ebony Armor
43
I 38
1500
□
2 Leather Strips, 5 Ebony Ingot
£
If
23
26
1585
□
2 Leather Strips, 3 Ebony Ingot
Ebony Boots
16
7
c
3 Ebony Ingot
Ebony Bow
17
16
1440
1 Leather Strips, 1 Ebony Ingot
Ebony Dogger
10
5
290
2 Leather Strips, 2 Ebony Ingot
Ebony
Gauntlets
16
7
275
3 Leather Strips, 5 Ebony Ingot
Ebony
Greatsword
22
22
1440
2 Leather Strips, 3 Ebony Ingot
Ebony Helmet
21
10
750
1 Leather Strips, 3 Ebony Ingot
Ebony More
16
19
1000
1 Leather Strips, 4 Ebony Ingot
Ebony Shield
32
14
750
1 Leather Strips, 2 Ebony Ingot
Ebony Sword
13
15
720
*
2 Leather Strips, 2 Ebony Ingot
Ebony War
Axe
15
17
LO
CO
3 Leather Strips, 5 Ebony Ingot
Ebony
Warhammer
25
30
1725
GLASS
3 Leather Strips, 1 Leather, 4 Refined
Malachite, 2 Refined Moonstone
Glass Armor
38
7
900
2 Leather Strips, 2 Refined Malachite,
2 Refined Moonstone
Glass Arrow
18
0
6
2 Leather Strips, 1 Leather, 2 Refined
Malachite, 1 Refined Moonstone
Glass
1 Battleaxe
n
25
900
2 Refined Malachite, 1 Refined
Moonstone
Gloss Boots
u
2
190
z
1 Leather Strips, 1 Refined Malachite,
1 Refined Moonstone
Glass Bow
15
14
820
2 Leather Strips, 1 Leather, 1 Refined
Malachite, 1 Refined Moonstone
Glass Dagger
9
4.5
165
□
3 Leather Strips, 2 Refined Malachite,
2 Refined Moonstone
Glass
Gauntlets
11
2
190
□
1 Leather Strips, 1 Leather, 2 Refined
Malachite, 1 Refined Moonstone
Glass
Greatsword
21
22
820
□
3 Leather Strips, 2 Refined Malachite,
1 Refined Moonstone
Gloss Helmet
16
2
450
□
1 Leather Strips, 2 Refined Malachite,
1 Refined Moonstone
Glass Mace
14
18
575
H
INGREDIENTS
NAME
DMG/AMR
WEIGHT
VALUE
c
1 Leather Strips, 2 Leather
Leather
Helmet
12
2
60
DWARVEN
3 Leather Strips, 3 Dwnnren Metal
Ingot, 1 Iron Ingot, 1 Steel Ingot
Dwarven
Armor
34
45
400
2 Leathef Strips, 2 Dwarven Metal
Ingot, 1 Iron Ingot, 2 Steel Ingot
Owarven
Battleaxe
20
23
300
c
2 Leather Strips, 2 OwcFven Metal
Ingot, 1 Iron Ingot, 1 Steel Ingot
Dworven
Boots
13
10
85
2 Dwarven Metal ingot, 1 1ron Ingot
Dwarven Bow
P 2 -
10
270
□
1 Leather Strips, 1 Dwwvefl Metal
Ingot, 1 Iran Ingot, 1 Steel Ingot
Dwarven
Dagger
7
3.5
55
□
2 Leather Strips, 1 Dwarven Metal
Ingot, 1 Iron Ingot, 1 Steel Ingot
Dwarven
Gauntlets
[ 13
8
85
1=
3 leather Sfrsp5, 2 Owarven Metal
Ingot, 2 Iran Ingot, 2 Steel Ingot
Dwarven
Greolsword
19
19
L-W - 1!
270
□
2 leather Strips, 2 Dwarven MeroJ
Ingot, 1 iron Ingot, 1 Steel ingot
Dwarven
Helmet
18
12
200
c
1 Leather Strips, 2 Dwarves Metal
Ingot, 1 Iron Ingot, 1 Steel ingot
Dwarven Mete
12
16
190
□
1 Leather Strips, 2 Dwarver. Metal
Ingot, 1 Iron ingot, 1 Steel ingot
Dwaiven
Shield
26
12
225
□
1 Leather Strips, 1 Dworven Metal
Ingot, 1 Iran Ingot, 1 Steel ingot
Dwarven
Sword
10
12
135
□
2 Leather Strips, 1 Dwarven Metal
Ingot, 1 \m Ingot, 1 Steel Ingot
Dwarven War
Axe
11
14
165
□
3 Leather Strips, 2 Drawn Meta!
Ingot, 1 Iran Ingot, 2 Steel Ingot
Dwarven
Warhnmmei
22
27
325
ELVEN
□
3 Leather Strips, 1 Leather, 4 Refined
Moonstone, 1 1ran Ingot
Elven Armor
29
4
225
□
2 Leather Strips, 2 Refined
| Moonstone, 2 iron Ingot, 1
Quicksilver Ingot
Elven
Battleaxe
21
24
520
□
2 Leather Strips, 1 Leather, 2 Refined
Moonstone, 1 Iron Ingot
Elven Boots
8
1
45
2 Refined Moonstone, 1 Quicksilver
Ingot
Elven Bow
13
12
470
□
1 Leather Strips, 1 Refined
Moonstone, 1 1ron Ingot, 1
Quicksilver Ingot
Elven Dagger
8
4
95
□
2 Leather Strips, 1 Leather, 1 Refined
Moonstone, 1 1ron Ingot
Elven
Gauntlets
8
45
□
3 Leather Strips, 4 Refined
Moonstone, 1 Iron Ingot, 1
Quicksilver Ingot
Elven Gilded
Armor
35
4
550
□
3 Leather Strips, 2 Refined
Moonstone, 2 Iron Ingot, 1
Quicksilver Ingot
Elven
Groatsward
20
20
470
□
1 Leather Strips, 1 Leather, 2 Refined
Mocnstone, 1 Iron Ingot
Elven Helmet
13
1
110
□
f Leather Strips, 2 Refined
Moonstone, 1 Iran Ingot, 1
Quicksilver In jot
Etven Mace
13
17
330
□
2 Leather Strips, 4 Refined
Moonstone, 1 Iron Ingot
Elven Shield
21
4
IIS
n
1 Leather Strips, 1 Refined
Moonstone, 1 Iron Ingot, 1
Quicksilver Ingot
Elven Sword
11
13
235
□
2 Leather Strips, 1 Refined
Moonstone, 1 1ran Ingot, 1
Quicksilver Ingot
Elven War Axe
12
1
15
280
□
3 Leather Strips, 2 Refined
Moonstone, 2 Iran Ingot, !
Quicksilver Ingot
Elven
Warhommer
23
28
565
ORCISH
□
3 Leather Strips, 4 Orichalcum Ingot,
1 Iren Ingot
Orcish Armor
40
35
1000
□
2 Leather Strips, 4 Orichakurn Ingot,
1 Iran Ingot
Orcish
Battleaxe
19
25
165
50
The V
SKYRlM
_ TRAINING PART 2: CRAFTING j'Fy
Off Hiit Siili 501115 mvtjj aimiMMB.t*IM
V
INGREDIENTS
NAME
DMG/AMR
WEIGHT
VALUE 1
□
2 Leciltier Strips, 4 Refined Malachite,
1 Refined Moonstone
Glass Shield
21
6
450
p
1 Leather Strips, 1 Refined Malachite,
1 Refined Moonstone
Glass Sword
12
14
410
□
2 Leather Strips, 1 Refined Malachite,
1 Refined Moonstone
Glass War Axe
13
16
490
□
3 Leather Strips, 3 Refined Malachite,
2 Refined Moonstone
Glass
Woihmiimer
24
29
985
DRAGON
□
3 Leather Strips, 3 Dragon Scales, 2
Drogoi Bone
Dragonplate
Armor
46
40
2125
□
2 leofher Strips, 3 Dragon Scales, 1
Dragon Bone
Dragonplate
Boots
17
B
425
□
2 Leather Strips, 2 Dragon Scales, 1
Dragon Bone
Dragonplate
Gauntlets
17
8
425
□
2 leather Strips, 2 Dragon Scales, 1
Dragon Bone
Dragonplate
Helmet
22
e
1050
□
1 leather Strips, 3 Dragon Scales, 1
Dragon Bone
Dragonplate
Shield
34
15
1050
□
3 leather Strips, t Leather, 4 Dragon
Scales, 2 Iren Ingot
Dragonscale
Armor
41
10
1500
□
2 leather Strips, 1 Leather, 2 Dragon
Scales, 1 Iron Ingot
Drogonscole
Boots
12
3
300
r
2 leather Strips, t Leather, 2 Dragon
Scales, 1 Iron Ingot
Dragonscale
Gauntlets
12
3
300
□
1 Leather Strips , ) Leather, 2 Dragon
1 Scales, 1 Iron Ingot
Orcgonscale
Helmet
17
4
750
□
2 leather Strips, 4 Dragon Scales,
1 2 iron Ingot
Oragonscaie
Shield
29
6
750
DAEDRtC
□
3 Leather Strips, 5 Ebony Ingot, 1
Daedra Heart
Daedric Armor
49
50
3200
□
2 Leather Strips, 5 Ebony Ingot, 1
Daedra Heart
Daedric
Bcttae
25
27
2750
□
2 Leather Strips, 3 Ebony Ingot, 1
Daedra Heart
Daedric Boots
18
10
625
□
3 Ebony Ingot, 1 Daedra Heart
Daedric Bow
19
18
2500
□
1 Leather Strips, 1 Ebony Ingot, 1
* Daedra Heart
Daedric
Dagger
11
A
500
□
2 Leather Strips, 2 Ebony Ingot, 1
Daedra Heart
Daedric
Gauntlets
IB
A
625
□
3 Leather Strips, 5 Ebony Ingot, 1
Daedra Heart
Daedric
Greatoyord
24
23
2500
□
2 Leather Strips, 3 Ebony Ingot, 1
Daedra Heart
Daedric
Helmet
* 23
15
1600
□
1 Leather Strips, 3 Ebony Ingot, 1
Daedra Heart
Daedric Mace
16
20
1750
□
1 Leather Strips, 4 Ebony Ingot, 1
Daedra Heart
Daedric Shield
36
15
1600
Q INGREDIENTS
NAME
DMG/AMR
WEIGHT
VALUE
~1 1 Leather Strips, 2 Ebony Ingot, 1
1 1 Daedra Heart
Daedric Sword
14
16
1250
2 Leather Strips, 2 Ebony Ingot, 1
- Daedra Heart
Daedric War
Axe
15
T8
1500
3 Leather Strips, 5 Ebony Ingot, 1
1 J Daedra Heart
Daedric
Wnrhommer
27
31
4000
JEWELRY
1 Flawless Diamond, 1 Gold Ingot
Gold Diamond
Necklace
0
0.5
1200
1 Diamond, 1 Gold Ingot
Gold Diamond
Ring
0
0.25
900
1 Emerald, 1 Gold Ingot
Gold Emerald
Ring
0
0.25
700
2 Flawless Amethyst, 1 Gold Ingot
Gold Jeweled
Necklace
0
0.5
435
J 1 Gold Ingot
Gold Necklace
0
0.5
120
1 Gold Ingot
2 Gold Ring
0
0.25
75
1 Flawless Ruby, 1 Geld Ingot
Gold Ruby
Necklace
0
0.5
550
J 1 Sapphire, 1 Gold Ingot
Gold Sapphire
Ring
0
0.25
500
1 Amethyst, 1 Silver Ingot
Silver
Amethyst
Ring
0
0.25
180
1 Flawless Emerald, 1 Silver Ingot
Silver Emerald
Necklace
0
0.5
830
H 1 Garnet, 1 Silver Ingot
Silver Garnet
Eng
0
0.25
160
~] 1 Flawless Garnet, 1 Stiver Ingot
Silver jeweled
Necklace
0
0.5
380
J 1 Silver Ingot
Silver
Necklace
0
0.5
AG
| 1 Silver Ingot
2 Silver Ring
0
0.25
30
J 1 Ruby, 1 Silver Ingot
Silver Ruby
Ring
0
0.25
260
| 1 Flawless Sapphire, 1 Sllv&r Ingot
Silver
Sapphire
Netkface
0
0,5
580
DRAUGft (SKYFORGE ONLY, AFTER GLORY OF THE DEAD)
| 3 Leather Strips, 3 Steel Ingot, 1
1 1 Ancient Nord BaMte Axe
Nord Hero
Bottle Axe
32
20
239
"1 3 Leather Strips, 3 Steel Ingot, 1
1 1 Ancient Hard Greatsworcf
Noffd Hero
Greotsword
30
16
199
| 2 Leather Ships, 2 Sleel Ingot, 1
i 1 Ancient Sword
Nord Hero
Sword
30
9
107
1 2 Leather Strips, 2 Steel Ingot, 1
1 1 Ancient Nord War Axe
Nord Hero
War Axe
32
11
131
^0 OTHER CRAFTING ACTIVITIES Big
3> Cooking
NOTE Cooking meats,
soups, and stews
does not increase any skill.
Throw the meat , plants , and other ingredients ( often
mead-related) into a pot. Stir and stave off the hunger pangs.
Cooking allows you to transform meat, vegetables, and other ingredients into better-
tasting, higher-quality food. Cooking is a rudimentary method of living off the land,
and is far surpassed by Alchemy (which is a skill, and creates Potions that are much
more potent).
Cooking requires a Cooking Pot or Cooking Spit, which can easily be found in
every town and village across Skyrim - almost every house has one by the fireplace.
You can also find them in other inhabited locations like forts or bandit camps.
Interact with a Cooking Pot (or Cooking Spit) to bring up the Cooking Menu, which lists the food you can cook. All of the Cooking Recipes are
readily available at any Cooking Pot or Spit, as long as you have the ingredients for them. If you're missing ingredients, the recipe is still shown, but
grayed out.
J
$5 TRANING
THE INVENTORY
SMITHING OTHER CRAFTING ACTIVITIES
QUESTS
THE BESTIARY
ATLAS OF SKYRIM
APPENDICES AND INDEX
Most of the food you can cook isn't all that helpful, typically restoring 5-10 points of
Health or Stamina- less than you'd receive from even the cheapest of Potions. Moreover, the
ingredients are often the same price or more expensive than the resulting food, and can often
be put to better use in Alchemy instead.
However, for a new adventurer embarking on their travels across the realm and scrabbling
to get by, cooked food is a way to recover a little health in a pinch. For those that wish to live
as the Nords do, killing their own meats, harvesting their own vegetables, and cooking the
resulting ingredients into a somewhat murky-looking stew; this is an authentic way to satiate
hunger and fatigue. But for everyone else, Alchemy is a better bet, as it helps to advance your
level and makes significantly better restorative items. . .
. . .with one delicious exception: The Elsweyr Fondue is excellent.
£
INGREDIENTS
PRODUCES
WEIGHT
VALUE
EFFECT
Salmon Meat,
Salt Pile
Salmon Steak
0.1
4
Restore Health 5
□
I Garlic, Leek, Tomato,
1 Salt Pile
Tomato Soup
0.5
5
Restore Health 1 0, Restore
Stamina 1 0
Cabbage, Leek,
Potato, Tomato
Vegetable Soup
0.5
5
Regenerate Health 1/1 2 m,
Regenemte Stamina 1/1 2m
Venison, Sdt Pits
Venison Chop
2
5
Restore Health 5
□
i Leek, Potato, Salt
1 Pile, Venison
Venison Stew
0.5
0
Restore Stamina 1 5, Regenerate
Health 1/1 2 m, Regenerate
Stamina 1 /1 2m
Approach a Cooking Pot to learn the
recipe for Elsweyr Fondue. It requires:
Moon Sugar, an extremely rare
ingredient. Your best bet is to buy
this from one of the travelling Khajiit
Caravans.
An Eidar Cheese Wheel. This is the full wheel of moldy white cheese- the sliced and
wedge versions of the cheese won't do. You can't buy a full wheel in any shop, so keep an eye
out for it when exploring towns, settlements, and other inhabited locations.
Ale, found in most inhabited locations and sold in almost any inn or tavern.
After gathering all three components, return to a Cooking Pot, activate it, and create the
amazing Elsweyr Fondue (Fortify Magicka 1 00, +25% Magicka Regeneration, lasts 12
minutes). This is by far the best non-Alchemic consumable you can craft.
Cooking Recipes
The following table shows every single Recipe you can make, including the ingredients and the
effects of the food once mixed together.
£
INGREDIENTS
PRODUCES
WEIGHT
VALUE
EFFECT
1 Cabbage, Red Apple,
| Soft Pile
Apple Cabbage
Stew
0.5
8
Restore Health 1 0, Restore
Stamina 1 5
r
1 Carrot, Garlic, Raw
| Beef, Salt Pile
Beef Stew
0.5
8
Fortify Stamina 25/1 2m,
Regenerate Stamina 2/1 2m
C
Cabbage, Leek,
! Potato, Salt Pile
Cabbage Potato
Soup
0.5
s
Restore Health 10, Restore
Stamina 1 0
□
| Cabbage
Cabbage Soup
0.5
5
ITestore Health 1 0, Restore
Stamina 10
□
| Raw Beef, Salt Pile
Cooked Beef
0.5
5
Restore Health 10
□
1 Ale, Eidar Cheese
| Wheel, Moon Sugar
: Elsweyr Fondue
0.5
5
Fortify Magicka 100/1 2m,
Regenerate Magicka 25%/l 2m
□
I Chicken Breast,
1 Salt Pile
Grilled Chicken
Breast
0.2
4
Restore Health 5
n
1 Horker Meat,
| Salt Pile
Horker Loaf I
4
Restore Health 10
□
Garlic, Horker Meat,
Lavender, Tomato
Horker Stew
0.5
8
Restore Health 1 5, Restore
Stamina 1 5, Regenerate Health
1/1 2m
c
| Horse Meat, Salt Pile
Horse Haunch
2
4
Restore Health 1 0
n
Leg of Goat,
Soil Pile
Leg of Goat
Roast
: 1
4
Restore Health 10
| Mammoth Snout,
1 Soil Pile
Mammoth
Steak
2
8
Restore Health 1 0
Pheasant Gfeast,
Sol! Pile
Pheasant Roast
0.2
4
Restore Health 5
D
Raw Rabbit Leg,
Salt Pile
Rabbit Haunch
0.1
3
Restore Health 5
^ Mining
NOT! Mining minerals and gems does not increase any skill
Throughout Skyrim, there are
a variety of natural mineral
deposits, concentrated in ore
veins. Extracting minerals and
gems from these veins can make you a small amount of gold, but more importantly, it helps
you gather raw materials for Smithing (which can save you a huge amount of money if you
aim to craft your own items). In order to extract the ore, you first need a Pickaxe. You can
purchase one from almost any Blacksmith or General Store Merchant, or find them (for free)
in any mine.
To mine ore, approach an ore vein with a Pickaxe
in your inventory and interact with it. Typically, a
vein produces around three pieces of ore before
becoming depleted. Along with each piece of ore,
you also have a 1 0 percent chance of extracting a
(random) gemstone.
Malachite
Ore; among
the rarest in
Skyrim.
Assaulting an ore vein
with dual-wielded
pickaxes is the quickest
(and craziest) way to
mine.
v
TIP Ore attack! Instead of activating an ore vein and waiting for
your character to mine the ore, you can also attack the ore with a
Pickaxe instead, which mines it at a slightly faster rate. Dual-wield Pickaxes for
even faster ore removal, if you really must.
Once mined, Ore can be sold for a (generally small) amount of gold, or Smelted down to make
ingots (a slightly better way to earn money from your digging).
TIP Have you exhausted all the veins in a mine? Then wait about a
month, and the veins will reset and can be mined again.
or
A Mining Example:
Orichalcum at Mor
Khazgur
After becoming Blood-Kin with
the Ores of Mor Khazgur, enter
the mine above their longhouse
and pick up a Pickaxe from the
table. Approach an Orichalcum
Ore Vein and activate it. After a
few seconds, you'll mine three
pieces of Orichalcum Ore (each Weight 1, Value 20). Then use the Smelter just outside of the
mine to smelt two pieces of Ore into an Orichalcum Ingot (Weight 1, Value 45).
K
Trt ^IderjScroIls V
skyrTm
TRAINING PART 2: CRAFTING
NAME OF MINE AND LOCATION
ORE PRODUCED
Where to Mine?
You can look for minerals in the wilderness of Skyrim's windswept Holds, though the best and
most reliable sources can be found inside the realm's many mines.
A few general plans if you plan to delve into mining:
0 Keep a pickaxe handy. You never know where you might run into some valuable ore,
whether out in the wilds or in the depths of a dungeon.
0 Look for Mines. Many settlements have mines, which give you easy access to a specific
type of ore. When you befriend the Ore Strongholds, you also get access to their rich
Orichalcum and Ebony mines.
0 Plan your return trip. Every in-game month or so, ore veins that have been depleted
will replenish. Check back occasionally to strip them of their new ore.
The Holds of Skyrim
If you're scouring the landscape, here are some general tips for finding ore deposits:
Ealkreath Hold (near Helgen and Riverwood) has a slightly higher concentration of Iron
Ore veins than usual.
The central tundra of Whiterun Hold is a good place to look for Corundum ore.
More valuable ores (Gold, Silver, Moonstone, Oricalchum, and Quicksilver) are most often
found in more extreme environments, such as deep in the mountains or along the northern
coast.
The Mines of Skyrim
The following tables list the mines of Skyrim and the ores they produce. The first table is
listed by mineral type, the second by location. Note that the settlements of Dawnstar and
Karthwasten each have two mines.
ORE DISTRIBUTION
0
MINERAL
NUMBER OE MINES
LOCATIONS
□
Iron
6
Iron-Breaker Mine (Dawnstar), Left Hand Mine
(Markarth), Redbelly Mine (Shor's Stone), Rockwallow
Mine (Stonehills)", Whistling Mine
□
Orfchalajm
3
Qushnik Mine (Dushnik Yal), Bilegulch Mine, M or Khazgur
Silver
3
Cidna Mine (Moikorth), Fenn's Gulch Mine (Karthwasten),
Sanuorach Mine (Karthwasten)
Corundum
1
Dorkwoter Crossing
Ebony
I
GloombotNiri Mine
Gold
1
kolskeggr Min
Moonstone
1
Soljund r s Sinkhole
Malachite
1
SleomscoKh Mine (Kynesgiove)
Quicksilver
1
Quicksilver Mine (Dawnstar)
MINE PRODUCTION
DofkwQter Crossing {GoWenrod Mine) Corundum
Dawnstar (Iron-Breaker Mine) Iron
Dwkwoter Crossing (GoWeraod Mine) Corundum
Dawnstar (Iron-Breaker Mine) Iron
Dawnstar (Quicksilver Mine] Quicks ilver
Dushnikh Yol (Dushnikh Mine) Orichalcum
Glcombound Mine Ehony
Kortfmosten {Fenrr's Gulch Mine) Silver
Karthwasten (Sonuaroch Mine) Silver
Kolsfceggr Mine Gold
Kynesgrave (Sfemnscorch Mine) Malachite
Bilegukh Mine Otichakum
Matkorth (trdna Mine) Silver
Markarth (Left Hand Mine]
Iron
Mar Khazgur
Orichalcum
Shor's Stone (Redbelly Mine)
Iron
Sound's Sinkhole
Moonstone
Stonehills (Rockwallow Mine)
iron
Whistling Mine
Iron
£> Smelting
NOTE Smelling ore and scrap metal into ingots does not increase
any skill.
Approach the domed Smelter ; withstand the great heat , and transform
your Ore into ingots.
You can purchase Ore from most blacksmiths, or mine it yourself if money is a concern. But
what do you do with the Ore?
Raw Ore isn't useful on its own, and doesn't sell for many gold pieces. However, if you bring
your Ore to a Smelter, you can smelt the ore into metal ingots, which you can then sell for
more gold pieces, or use to Smith your own weapons and armor.
An Ebony Ingot; smelted from two
clumps of Ebony Ore.
TIP Make sure you Mine and Smelt the minerals you're proficient in
making items with!
Also, scour Dwarven Ruins in search of scrap metal. You can find a lot of
loose metal lying around, and even more in the remains of Dwarven Automatons
(such as Dwarven Spheres) once you've reduced them to scrap. Dwarven scrap
can be smelted down into Dwarven Metal Ingots. This may cause Calcelmo, the
Dwarven researcher in Markarth, a slight case of conniptions, but it increases
their value significantly. Pick up everything you can carry and haul it back to
town. You can forge weapons and armor with the ingots to rapidly improve your
Smithing skill, or sell it to recoup the cost of other materials.
NOTE Ingots cm be found in your Mlsc Inventory menu.
Smelting Recipes
The following table lists all of the available Smelting Recipes, and the type of Ingots produced
by each. All of these recipes are available to you immediately; you just need the Ore or scrap
metal required for them.
4
<
TRANING
THE INVENTORY
OTHER CRAFTING ACTIVITIES
THE BESTIARY QUESTS
3^
ATLAS OF SKYRIM
APPENDICES AND INDEX
INGREDIENTS
PRODUCES
WEIGHT VALUE
2 Corundum Ore
Corundum Ingot
1 40
Large Decorative Dwemer Strut
Dwarven Metal Ingot (2)
\] 30
Small Dwemer Plate Metal
Dwarven Metal Ingot (3)
1 30
Bent Dwemer Scrap Metal
Dwarven Metal Ingot (3)
1 30
Large Dwemer Strut
Dwarven Metal Ingot (3)
1 30
Large Dwemer Plate Metal
Dwarven Metal Ingot (3)
jl 30
Solid Dwemer Metal
Dwarven Metal Ingot (5)
1 30
2 Ebony Ore
Ebony Ingot
1 150
2 Gold Ore
Gold Ingot
1 100
1 Iron Ore
Iron Ingot
1 1
2 Orichalcum Ore
Orichalcum Ingot
1 45
2 Quicksilver Ore
Quicksilver Ingot
1 60
2 Malachite Ore
Refined Malachite
1 100
2 Moonstone Ore
Refined Moonstone
1 75
2 Silver Ore
Silver Ingot
1 50
2 Iron Ore
Steel Ingot
1 20
£►> Tanning
NOTE Tanning animal hides into leather and leather strips does not
increase any skill.
Approach a Tanning
Rack , and transform a
wild animal hide into
leather or leather strips.
Tanning is a simple process;
it allows you to transform
animal hides into leather or
leather strips. These can then
be sold or used in your own
Smithing. Larger pelts produce more leather... but are often more valuable as pelts, rather then
broken down into their leather components. Therefore, it is wise to think twice before tanning
everything you've skinned!
INGREDIENTS
PRODUCES
WEIGHT
VALUE
Wolf Fait
Leather
2
10
Ice Wolf Pelt
Leather
2
10
Deer Hide
Leather (2)
2
10
Cow Hide
Leather (3)
2
10
Horse Hide
Leather (3)
2
10
Bear Pelt
Leather (4)
2
10
Cave Bear Pelt
Leather (4)
2
10
Sabre Cat Pelt
Leather (4)
2
10
Sabre Cat Snow Pelt
Leather (4)
2
10
Snow Bear Pelt
Leather (4)
2
10
Wood Chopping
NOTE This manual labor Am not increase any skill
Swing a Woodcutter's
Axe, cleaving a small
log in twain. Now
repeat until you've had
enough.
There are a number of Wood
Chopping Blocks throughout
Skyrim, which allow you to
execute this most simple of
all Crafting exercises: chopping wood. For this, you need a Woodcutter's Axe, which can be
purchased from almost any General Store Merchant, or found (for free) at any lumber mill.
Simply approach the Wood Chopping Block, interact with it, and you begin chopping. For each
chop, two pieces of firewood are added to your Misc Inventory. When you're finished, sell the
Firewood to any lumber foreman for 5 gold per piece of wood. You won't get a better deal
from any merchant.
NOTE Chopping Firewood is a slow and methadkaf way to earn a tiny
amount of gold. While it is something you can do eke out the lost
few coins you need for a piece of armor, it's mostly just a little way of interacting
with the world. You con also load lumber logs onto the wooden conveyor belt at
lumber mills and watch as they're sliced with a vertical saw. This manual labor is
free, just something to pass the time.
TIP Keep an eye on value. Depending on your Speech skill, you may
be better off selling a valuable pelt and then buying leather from a
merchant, rather than tanning that same pelt into leather.
Tanning Recipes
The following table lists all of the available Tanning Recipes. All of these recipes are available to
you immediately; you just need the hides for them.
Lumber Mill Locations
If you're determined to sell your firewood for the best possible prices, do so at the following
locations, where you can speak to (and obtain payment from) the lumber mill owner or
operator. Note that not all of these Lumber Mills have a Wood Chopping Block.
Dragon Bridge
Haafingar
Solitude Sawmill
Hoofingar
Morthal
Hjoalmorch
Anga's Mill
The Pale
Rlverwood
Whiterun
7
Mixwoter Mill
Eastmarch
Folkreotti
Folkreath
M-flioon Mill
Falkrenth
Helgen
Folkreath
Heartwood Mill
The Rift
S4
The finder Scrolls V
skTrTm
& —
< & TRAINING PART 2 : COMBAT, DEVELOPMENT, AND CRAFTIN G j^ >
MMA DM mi EMI! Slum '■Wtf UllfMeMlW.tlM
<$ TRAINING PART 3:
ADVENTURING ACROSS SKYRIM
This section looks at the broader aspects of adventuring in Skyrim. There's information on how Skyrim is segmented, so you can grasp how big it really is, and where you are within the realm. The
different types of map locations are explained, so you know what kinds of enemies and challenges await you. Finally, there are a range of tips on mapping, what expect when exploring Dungeons,
who there is to speak to in Skyrim and why, and lastly what Services, Areas of Interest, and Collectibles you should look for.
g THE HOLDS OF SKYRIM __ B&
Skyrim is divided into nine separate Holds: Haafingar, Hjaalmarch, The Pale, Winterhold Hold,
The Reach, Whiterun Hold, Eastmarch, Falkreath Hold, and The Rift. Each of these Holds has a
distinct atmosphere to it, from the Autumnal Forest of The Rift, to the Tundra Plains of Whiterun
Hold, to the ragged and rugged Northern Coast of The Pale. The borders of these Holds can't
be seen on your World Map, but they are present on this guide's maps. Wherever possible,
cartographers have used rivers, roads, and treacherous mountains to separate Holds, so it's
easier to find a location in this guide.
Each Hold has a Capital City: Solitude, Morthal, Dawnstar, Winterhold, Markarth,
Whiterun, Windhelm, Falkreath, and Riften. These are the nine shields (crests) that you can
see on your World Map. While most Holds contain smaller towns and settlements as well, the
Capital is always the most important and highly-populated location within the Hold, and also
among the safest places to be (unless it's under siege during the Civil War, of course. . .).
Habitations
A city, town, or dwelling populated with citizens that are almost always neutral, if not civil and
friendly towards you.
Windhelm , Capital
of Eastmarch
Habitations range in size
from a small group of Khajiit
Caravaneers to the rugged
majesty of Solitude, the
sprawling capital of Haafingar
Hold. Here, you're likely to
find citizens in need of help
(or at least a favor or two), rumors and scuttlebutt, tasks to accomplish, Quests to start,
and interactions that test your social skills more than your skill at arms. The major types of
Habitations are listed in this guide's Atlas.
& Dungeons
A location populated with hostile people or creatures that typically attack you on sight.
High Gate Ruins , in
The Pale
A "Dungeon" is a place where
exploration and combat can be
had. It is an all-encompassing
term for a location with few
(usually no) friendly faces; a
place where you must face wild
animals, brigands, or worse.
When you fully explore a dungeon, you usually leave with a reward that makes the harrowing
trek worth your time and sanity. Dungeons vary widely in size, from small caves to massive,
multi-storied ruins. Most have a high-level foe you most defeat (known colloquially as a
"boss"), and some even have their own small Quests. Others are woven into the larger Quests
that dominate your adventure.
When you clear a dungeon (that is, explore it and defeat all of the major foes within),
your map typically marks it as "cleared". Some locations cannot be cleared, and others can be
cleared only under special circumstances.
Most dungeons will repopulate over time. This can happen in as little as a week for a location
you left midway through, and may not happen for a month or more (if ever) for a dungeon
you have cleared. Note that your map will not indicate when a location has repopulated (once
cleared, always cleared), so be careful- you may find enemies where you least expect them.
[$> Other Locations
There are also a large number of minor locations and encounters not flagged on your in-game
World Map (though all of them are listed on this guide's map). These are Secondary Locations;
usually small shrines, lost treasure chests, tiny campsites, dragon burial mounds, or other odd
occurrences that you can stumble upon. There are also World Encounters, small events that
occur randomly. This could be anything from a fox chasing some chickens, to a challenge from
an Ore, to a Khajiit with a penchant for being economical with the truth....
<|X NOTE Ail of these locations are noted on this guide's maps, and are
detailed in the Atlas. Although this guide's map is exhaustive,
there are a number of scattered coses, satchels, and other loot hidden
throughout this realm that are not shown. However, as there are much easier
places to find identical items, these have not been flagged.
£> Mapping and Movement
NOTE The realm of Skyrim is vast and foreboding, and at times
almost overwhelming- there are over 350 Primary Locations to
discover! Although you can go where you wont, do what you want, and see what ^
you want, ft is worth considering the following plans to explore a location more
logically:
Plan 1 : The Base Camp: Use a location you've cleared out, or a location you know is safe
(such as Riverwood) as a base camp until you're familiar with your surroundings. Learn how far
a new location is from this "safe" place.
Plan 2: The Landmarks: Look for landmarks when you travel. No matter where you are
in Skyrim, you should be able to spin around slowly in a circle and spot two familiar landmarks
to get your bearings. This is easiest in some Holds (such as Whiterun, with its capital and
the towering Throat of the World mountain), and more difficult in others (such as craggy The
Reach). However, once you know the locations around a big landmark, you can investigate
other locations close to it without becoming lost. Also use smaller landmarks (such as roadside
shrines, bridges, or signposts) to remember where you've been.
Plan 3: Roads and Paths: You may be tempted to charge off into the wilderness, and this
is perfectly fine. But to efficiently discover everything in the area of a Hold you're exploring, it
is worth using the network of roads (cobblestones, with signposts) and pathways (tracks, goat
j
^TEAMING
THE INVENTORY
THE HOLDS OF SKYRIM
THE BESTIARY QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
trails, and even foot-tracked snow). These almost always lead you close or directly to a Primary Location. Follow the roads to make a circular trek around a Hold, then return and methodically search
areas off this beaten track.
Plan 4: Your Destination Marker: If you select an empty spot on the world map, you can place your own Destination Marker there. This is extremely useful when used in conjunction with
this guide's Atlas, as there are close to 200 Secondary Locations, which don't show up on your World Map! Simply gauge where a Secondary Location is by comparing the World Map to the Guide
Map, place the marker, and head there.
Plan 5: Usethe Atlas: This guide has a sizable section revealing every single location in Skyrim. Reference the locations and maps in that giant chapter to help you on your way.
DUNGEON EXPLORATION
Finding Your Way
Whether you're assaulting a ruined fortress filled with bandits or stealthily creeping through
some long-forgotten crypt, Dungeons are at the heart of your adventuring experience. Although
they may appear confusing at first glance, the winding tunnels and twisting corridors generally
lead to a final chamber, where you must defeat a powerful foe to claim your reward. In Skyrim,
many dungeons also have a secret exit or shortcut- a hidden passage, barred door, elevated
tunnel, or dwarven elevator that leads back to the entrance. This allows you to exit a dungeon
without having to traipse all the way back (although that's possible if you want to).
Lighting Your Way
Carrying a torch or employing
a staff or spell to light your
way makes the frightening
darkness of dungeons a little
less intimidating. Be sure to
have a light source tagged as
a Favorite so you can quickly
switch between it and your
combat weapons as needed.
Khajiit and Vampires can call on their Nighteye Power to see in the dark without a light
source, allowing them to more easily slip through the darkness undetected.
The positions of lanterns, torches, and braziers inside dungeons is also worth noting, as
they are almost always visual cues that coax you in the correct direction. If you're lost, look for
these light sources to guide you on your way.
3> Dungeon Puzzles
Many dungeons were sealed for a reason- they contain the dormant (and often undead)
remains of a once-powerful entity. To protect these tombs from grave-robbers and brigands, the
ancient Nords concocted a number of puzzles to flummox and foil the unwary. The same is true,
but on a far grander scale, inside Dwarven Ruins. Here is what you can expect:
Switches, Levers, Chains, and Handles
If you're stuck in a chamber, look for any of these devices to open the doors, gates, and
portcullises that prevent your progress. Chains are usually the most difficult to spot, hanging
on a gloomy wall. Sometimes, these must be triggered in a specific order to open the path
forward.
Nordic Puzzle Door
A series of concentric metal
rings are embedded in an
impenetrable door, each
embossed with three animal
glyphs. Explore the dungeon to
find the Dragon Claw associated
with the door- a precious
artifact that holds the key to
this puzzle. In your inventory,
inspect the palm of the claw to find the solution to the door. Line up the three animals glyphs in
the correct order, then activate the central 'keyhole' with the Dragon Claw to unlock the door.
• MINOR SPOILERS
Nordic Puzzle Pillars and Petroglyphs
Many chambers require you
to rotate two or more stone
pillars to face the correct
direction in order to open a
path forward. These pillars
have been inscribed with a set
of animal petroglyphs on them,
which correspond to anotherr
set of glyphs somewhere in the
surrounding chamber. Match the two sets of animal carvings to solve the puzzle.
Rotating Walls
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Stone walls controlled by a
hidden mechanism can rotate
to open or close paths in a
dungeon. When you encounter
them, look for a set of Nordic
Puzzle Pillars, or a lever, chain,
or switch you can use to open
the way forward.
Dwarven Puzzles
Long ago, the ancient Dwarves
constructed immense clockwork
mechanisms and complex
steamworks. The ruins of this
long-lost race still yield a variety
of intricate and unique puzzles,
from trying to stop the flow of
poisonous gas into a chamber,
to carefully aligning a system of
mirrors in an Oculory, to inserting an other-worldly key into a strange slot. In some cases, you
may need to find the "key" object beforehand, or your progress will be limited at best.
Other Puzzles
There are occasionally
other puzzles that are more
complicated, requiring a Shout
or other technique to solve.
These are duly noted.
/ A/*
TIP Every single Puzzle has a solution; check the Atlas location of the
Dungeon in question, or the Quest you've embarked on, for more
details.
The Older Screws V
skyrTm
TRAINING PART 3: ADVENTURING ACROSS SKYRIM
HttsatfiM
^ Traps and Triggers
Dungeon exploration would be nowhere near as terrifying without the tension of possibly
stumbling over a tripwire and being pin-cushioned by a dozen rusty darts! Throughout your
adventure, expect to run into, step on, or trigger any of 25 different traps, using one or more of
four different trigger mechanisms. The following chart lists every major type of Trap and Trigger,
along with advice on how best to avoid them.
Note that most traps have a small chance of infecting you with a random disease. It might be
worth keeping around a cure disease potion just in case. . .
The infamous Oil Lamp Trap: Turn
the burn on your enemies , if you're
quick and clever !
Bear Trap
Average
Nuisance
Bandit Camps,
OuldooFs
Watch where you step! Bear traps are often hidden in the boshes or under law grass, ready to snap if you aren't careful You can often Jure enemies into stepping an
them. Interacting with the trap will also allow you to dose or open them .
Battering Rom
Trap
High
High
Nordic Ruins
Talk about o headache ! Battering Ram traps cover a long arc, and ot higher levels, can kill you or your foes in a single hit. Look out far the triggers that set Ibem off, and
keep on eye on the ceiling for them. Lure enemies into them ta take them out in one shot.
Bone Atom Trap
None
Nuisance
Bandit Camps,
Forsworn
Redoubts
Bone Alarm traps don't do any damage, but alert enemies to your presence. If you aren't sneaking anyway, they won't make much difference. If you are, watch your step
and try to avoid them if yoa can. Shooting them with a how will draw unaware enemies to them, allowing you ta set up an ambush.
Dorr Trap
Average
Average
Nordic Ruins,
Dwarven Ruins
The ^osf common kind of trap, dart traps are also among the most avoidable. Even if you trigger them by Occident, you con often fust jump out of the way ta minimize
the damage you take. They deed c small amount of poison damage.
taveti
Bollista Trap
High
Law
Dwarven Ruins
Dwarven Bdlistos shoot a large bolt that explodes on impact, doing massive damage to anything in the blast radius. Functional baliislcs ore extremely rare, and often
something you can turn ta your advantage- look far a volve or lever you can use to turn the trap on your enemies.
Dwcrvea Fire
Pillar Trap
Average
Average
Dwarven Ruins
Initially resembling a pressure plate, Dwarven Fire Pillars rise from the ground and rotate, spewing gouts of flame. Spotting these traps in advance is key to avoiding them.
Dworvee Piston
Trap
None
Nuisance
Dwarven Ruins
Dwarven Pistons shove anything in front of them away. They don't do any damage, but they hit hard, and have a habit of pushing you (or your enemies) into something
nasty.
Dworven
Thresher
Average
High
Dwarven Ruins
Dwarven Threshers are a pair of whirling blades that rise from the floor, sometimes remaining in place and sometimes moving along a track built into the ground. Often
appearing in narrow corridors, they are highly dangerous, capable of killing you, your followers, or your enemies with o few solid hits. If you see one, get out of the way!
Explosive Gas
TiOP
Average
Low
Nordic Ruins,
Caves
See that ripple in the air? It might be a cloud of flammable, explosive gas. Put away your torch, keep your Flames spell in check, and you shouldn't have any problems
with them, Explosive Gas is extremely rare.
Flail Trap
High
Average
Bandit Camps
Also fairly rare, Flail traps tend to be located on the ceiling, ready to drop a large, spiked sphere into your head. If you see it coming, back away- once the trap has come
to a full and complete stop, it's harmless. ,
Flamethrower
Trap
Average
Average
Any Dungeon
Often built into the mouths of Nordic dragon statues or set into pressure plates, flamethrower traps are a threat most adventurers will see from time to time. Because their
flame travels in a narrow, focused beam, your best bet is to quickly stop out of the way and let the trop subside.
Magic Caster
Trap
Varies
Varies
Any Dungeon
Magic Casters consist of a runed pedestal powered by a Soul Gem. When triggered, the Soul Gem casts a preset spell, which could be anything bom Flames to Ice Storm.
If you can't avoid the trap altogether, you can disarm it by removing the Soul Gem- taking it directly works, but you can also hit it with an arrow from a safe distance, or
grab it with Telekinesis. ^
Mammoth Skull
lrap
High
Low
Any Dungeon
When triggered, this huge mammoth skull swings forward on its support ropes, slamming into anything in front of it with lethal force. This trap tends to be easy to spot-
you can't exactly overlook a giant mammoth skull- so it's rarely much of a threat to you, though you can lure your enemies into it.
Oil Lamp Trop
Low
Law
Nordic Ruins
The oil lamp itself isn't usually a problem. It's the pool of oil that often sits under the lamp that you should keep an eye on, and lure your enemies into if possible. Then hit ;
or shoot down the lamp to set the oil ablaze. They m often friggeree by tripwires, bur shooting or attacking them will also cause the lamp fc drop.
Oil Pool Trap
Average
Low
Any Dungeon
Oil Pods are easily turned against your foes- just lure them into the oil and light it with any fire source. Oil Lamp traps are often conveniently nearby, but lacking one of
those o flames Spell, or fire Atronnch will work just as well.
Poison Gas Trap
Average
Average
Dwarven Ruins
Poison Gos does steody damage over rime if you stand in it. When you find a patch of poison gas, look around for a way to turn it off. Failing that, make a run for it,
using a Healing spell or motions to keep your health up. The Clear Skies Shout can also be used to disipate the gas.
Rockfall Trap
Average
Average
Bandit Camps,
Nordic Ruins,
Mines, Caves
Rockfall traps are fairly rare, but the sheer number of rocks they contain can make them a threat if you're standing in the wrong place. If you see one, your best bet is to
get out of the way.
Rune Trap
Average
High
Any Dungeon
Rune Traps look much like the Fire, frost, and Shock Runes that you can place with the Destruction spells of the some name. And like those spells, these traps pock a quite
a punch, exploding automatically if you get close enough. Your best bet is to lure an enemy to run across them and set them off. Failing that, you can shoot them with a
spell to set them off, but keep your distance.
SpearTrap
Average
High
Any Dungeon
A single spear trap is no threat. . . but spear traps tend to come in groups of five or more, lashing out unexpectedly from the floor or walls. Your best bet is to look for the
ports from which they emerge and try to avoid selling them off in the first place.
Swinging Blade
Trap
Average
Average
Nordic Ruins
Blade traps often appear in sets in long, narrow hallways. They're usually easy enough for you to dodge, although enemies (and your followers) have a harder time,
making them a great kill zone. When you're ready to go through, tell your follower to stay behind, time yp ran carefully, and look For a lever on the far side to disable
them. ' ^ _ l
Swinging Well
Trap
High
High
Any Dungeon
Swinging wall traps are fast, lethal, and sometimes hard to distinguish from other wood or meto! beams in a dungeon. If you notice o freestanding beam that doesn't
quite reach the ceiling, be careful. And fry to snore an enemy with it if possible- few things are as satisfying as watching them get hurled into the wall by this trap.
Hinge Trigger
None
Varies
Any Dungeon
Find a suspicous-looking chest or door? Then look for this little metal hinge and wire on the side. Carefully activate it, and you can pick its lock to safely disable it before
opening the object it was attached to. You can also hit it with on attack from a distance to break it and set off the trop in (relative
Pressure
Pedestal
None
Varies
Nordic Ruins
If you see a flat-topped pedestal with a tantilizing item on it, be careful- it could be a pressure pedestal trap. If the pedestal isn't weighted down, a trap will be set off.
Grab the item from a distance (Telekenesis is great for this), or drop something else on the pedestal to keep it weighed down. Or just grab the item and run for it.
Pressure Plate
[None
Varies
Any Dungeon
By far the most common trap-triggering mechanism, Pressure Plates can be found in almost any dungeon- just look for suspicious raised stones and ovoid them. Or take
the Sneak skill's Light Foot perk to avoid setting these off aJtagalhsr.
Tripwire
None
Varies
Any Dungeon
See a low-lying white wire? That's a tripwire, leap over it or skirt around it to ovoid setting it off. Or edgs Forward very carefully to see what happens when it breaks. You
can also interact with the tripwire to disarm it. Tripwire-triggered traps only fire once.
NOTE Throughout the Quesl and Atlas Chapters, Traps are mentioned when they are o major obstacle, or block your path to finishing an Objective or location
walkthrough. However, due to their sheer number, Traps are not tracked In this guide.
«!
TRANfNG
sSJ
THE INVENTORY
THE HOLDS OF SKYRIM DUNGEON EXPLORATION
THE BESTIARY QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
OTHER SITES OF INTEREST
& Dragon Mounds
Dotted across the fells and forests, the plains and snowlines of Skyrim are strange circular
mounds, surrounded by a scattering of standing stones. These are actually ancient dragon burial
mounds; the final resting place of these creatures when they were slain centuries ago. But
now, the Dragons are back! Alduin the World-Eater, a terror out of the most ancient legends,
has returned to Skyrim, and over the course of the Main Quest, he opens these mounds and
resurrects the dragons within, calling them forth to wreak havoc once more !
Mow Dragon Mounds Open
There are 22 Dragon Mounds scattered throughout the nine Holds of Skyrim. When you
encounter one (all are listed in the Atlas, and marked on the Hold maps), it will be in one of
four states. Over the course of the Main Quest, these mounds gradually open, releasing the
dragons trapped within.
State I : Dormant
Each Dragon Mound opens in response to a specific objective in the Main Quest. Before that
point, the Dragon Mound is dormant. The ground is covered, and the site could easily be
mistaken for an ancient Nordic burial mound, as the two are quite similar.
State II: Deserted
As the Main Quest develops, you may find some mounds that have been opened, but have no
dragon nearby. That is, Alduin has visited this site, resurrected a dragon from the mound, and
both creatures have flown away. There is little for you to do here. But look around carefully-
you may well spot the dragon at a nearby Dragon Lair!
State III: Awakened
As the Main Quest goes on, you will find more and more mounds in this state. Alduin has visited
the site, resurrected the dragon from the mound, and flown away. Meanwhile, the reborn
dragon remains here, gathering its strength and waiting for a chance to strike. Slay the beast
and claim its soul to unlock your power as Dragonborn!
State IV: Resurrection
And in a few cases, if you stumble across just the right mound at just the right time, you may
encounter Alduin himself! If you watch, Alduin will resurrect the dragon before your eyes, then
fly off to his next destination. Attack, and Alduin roars into the skies, mocking you, before
making his escape (he cannot be harmed). Meanwhile, the resurrected dragon will turn and
attack! If you miss this opportunity, the mound will change to State III, with the newly-
resurrected dragon remaining near its mound until you arrive to challenge it.
Dragon Mound Stages Chart
The following chart lists (by Hold) all of the Dragon Mounds, when they are opened, and what
state the mound will be in when it opens.
a
NAME OF DRAGON
MOUND
5
STATE
DRAGON
MAIN QUEST NOTES
□
[2.C] Dragon Mound:
Korth River Forest
Hjaol march 11
No
Opens during Act II: Diplomatic
Immunity
□
[2.G] Dragon Mound:
Robber's Gorge Bluffs
Hjaalmarch III
Yes
Opens during Act II: Diplomatic
Immunity
□
[2.P] Dragon Mound:
Lnbyrinltiian Peaks
Hjaolmorch 11
No
Opens during Act II: Elder
Knowledge
□
[3.D] Dragon Mound:
Sea Shore Foothills
The Pale ^ Ilf
Yes
Opens during Act II: Elder
Knowledge
□
[3.M] Dragon Mound:
Shimmermist Hills
The Pale Elf
Yes
Opens during Act II: Eider
Knowledge
I [3.0] Dragon Mound: Th p .
! Yorgrim Resurrection
□
[5.B] Dragon Mound:
ReothwaTer Pass
The fi
Yes
Opens during Act II: Elder
Knowledge, Visit this location
before Act If: Alduin's lane is
complete in order to witness the
resurrection!
Opens during Act II: Elder
□SR*"* »
□sr* “ *
Yes
Opens during Act II: Elder
Opens during Act II: Alduin's Wall
Yes
Opens during Act II: Alduin's Wall.
Visit this location before Act II:
Elder Knowledge begins in order to
witness the resurrection!
□
□
[6.K] Dragon
Mound:
Resurrection
[6,0] Dragon Mound:
I Lone Mountain
Whiterun Hold IV
Opens during Act II: Diplomatic
Y I mmunity. Visit this location before
s Act II: Alduin's Wall begins in order
to witness the resurrection!
Whiterun Hold III Yes Opens during Act II: Alduin's Wall
□
z
□
□
□
[7.H] Dragon
Mound: Kynesgrave
Resurrection
[71] Dragon Mound:
Bonestrewn Crest
[7.N] Dragon Mound:
Witchmist Grove
[7 J] Dragon Mound:
Mzufft Foothills
[8.A] Dragon Mound:
Bilegulch Ridge
Eastmarch IV Yes
Opens during Act I: A Blade in the
Dark. You will visit this kalian
during Main Quest: A Blade in the
Dark, witness the resurrection, and
kill resurrected dragon.
Eastmarch II No Opens during Act I: Dragon Rising
Eastmarch II No
Eastmarch II No
Opens during Act I: The Way of
the Voice
Opens during Act I: Dragon Rising
Falkreath Hold II No Opens during Act II: Alduin's Wall
□
□
□
□
[81] Dragon Mound:
Evergreen Woods
Falkreath Hold
I II Yes Opens during Act II: Alduin's Wall
[8.AI] Dragon Mound:
Bloodlet Peaks
Falkreath Hold IJ No Opens during Act II: Alduin's Wall
□
[9.F] Dragon Mound:
Autumnwatch Woods
[9.M] Dragon Mound:
Autumnshode Woods
The Rift
No
Opens during Act II: Diplomatic
Immunity
The Rift
Opens during Act I: Bleak Falls
N0 Barrow
[9.Q] Dragon Mound:
Lost Tong ue Pass
The Rift
No
Opens during Act II: Diplomatic
Immunity
SB
Trs. B'.dur V
sITyrTm
TRAINING PART3: ADVENTURING ACROSS SKYRIM “ Z
Ulflitil suits jiijij! wiwv amBJMB.mM
TIP Want to face a dragon, or see Alduin before he flies away? Then
simply complete your current Main Quest, consult this chart, and
head off to find any mounds that have triggered.
Standing Stones
Throughout the wilderness of Skyrim, you can find thirteen of these ancient and powerful
standing stones. Etched into each is the sign of one of the major constellations known
throughout Tamriel. Touch the Stone, and you can choose to receive its blessing. You'll focus
the stone, and a bolt of pure magic arcs to the heavens. This blessing is now permanent, until
you visit a different Stone and receive its blessing, which supersedes the previous one. You may
only have one blessing at a time. Standing Stones can be divided into two major sets: 4 Skill
Improvement Stones, and 9 Other Stones.
Skill Improvement Stones
The Warrior
The Mage
Stone:
Stone:
Located at
Located at
The Guardian
The Guardian
Stones
Stones
(Falkreath
(Falkreath
Hold). Combat
Hold). Magic
skills increase
20% faster.
The Thief •
skills improve
20% faster.
r M itt&y, M
Stone:
The Lover
Located at
fj gjjflKk V.
Stone: Located
The Guardian
f 3 iff 'i W^-
in The Reach.
Stones
a i. 7 > -i
All skills
(Falkreath
improve 15%
ML f «j|
Hold). Stealth
./CM
faster.
skills increase
20% faster.
Four Standing Stones - Warrior, Thief, Mage, and Lover - increase the rate at which your Skills
improve. The choice to use or not to use these stones is more important than you may think.
Accept one of these Stones' Blessings if:
You crave high-level spells and perks, and want access to them as quickly as possible.
You want to trek through high-level Dungeons (such as Dwarven Ruins and Dragon Priest
crypts) as soon as you can.
You're trying to maintain a second set of skills that you don't use as often: For example,
your primary focus might be as a warrior, with a secondary interest in stealth. You may want to
take the Thief Stone just to help your stealth-based skills keep pace.
You want to quickly increase a skill or set of skills that you haven't used before, or
that you've neglected: For example, if you decide to add Restoration Spells to your Warrior's
repertoire, or want to pick up some Illusion Magic to complement your Thief's skills, the Mage
Stone will help you master them more quickly.
Resist these Stones' Blessings (and choose one of the other stones) if:
You want to make your adventure as long and rewarding as possible, and want to see
and do everything you possibly can in Skyrim. Your adventure is most entertaining when you're
below Level 50. Impatience isn't rewarded....
You're more interested in experimenting with the dramatic and varied effects that the
other Stones can have on your style of play, rather than accepting these 'hidden' bonuses.
<|p NOTE A few points to remember:
The Warrior, The Moge, and The Thief Stones provide bonuses to
skill growth in their respective skills, while the Lavers Stone provides a slightly
smaller bonus to skill growth in oil skills. This is great if you like to try a little
of everything, or have a character that draws heavily on skills across multiple
disciplines.
Don't expect to crush your foes just because your skills increase more
quickly. In fact, these Stones may make your adventure slightly more difficult,
since you'll have less time per level to find ond upgrade your equipment and
master advanced combat tactics.
Don't fee! locked in' to any particular Stone blessing. If you wont to try
out one of the others, you con always change bock later - just fust-travel buck to
your Stone of choice ond touch it again. It's that simple.
Other Stones
The Apprentice Stone: Located in Hjoalmarch Hold.
Recover Magicka twice as fast; twice as vulnerable to
magic.
This Stone offers a slightly risky option for Mages who find
themselves running out of Magicka too frequently, or for Battlemages
who don't want to sacrifice the protection of their armor for the
Magicka Regeneration bonuses of mage robes. The weakness to
Magicka is a real liability - especially in Warlock or Vampire dungons,
where almost all of your foes cast spells - but it can be offset by having a summoned creature
or Follower to help soak up the damage. For Bretons, this weakness is also offset by your racial
Magic Resistance, making it much more palatable.
The Atronach Stone: Located in Eastmarch
Hold. 50 extra points of magicka, 50%
absorb spells , -50% magicka regen.
This gives you the benefits of two of the best racial
abilities - the High Elves' Highborn Magicka and the
Breton's Dragonskin (as a constant effect) - with the
huge drawback of halved magicka regen. You can easily
offset or overcome this drawback by equipping mage
robes or other items that increase your magicka regeneration rate.
The Lady Stone: Located in Falkreath Hold.
Regenerate Health and Stamina 25% faster.
This is a solid, effective choice for offensive Warriors.
The bonus isn't spectacular, but it will give you more
staying power in combat. It's also an excellent choice
for Vampires, as it can offset your Health and Stamina
regeneration penalties while in sunlight.
The Lord Stone: Located in The Pale. 50 points of
damage resistance , 25% magic resistance.
This grants you two excellent resistance bonuses in one! The
damage resistance bonus is the equivalent to 50 points of armor,
which is like giving your robed mage a Daedric Cuirass (and makes
an already well-armored warrior even more resilient) ! The magic
resistance bonus is also solid, cutting spell damage by a quarter.
Overall, this is a good choice for any character who wants to shore up
their defenses.
$
TUNING
THE INVENTORY
OTHER SITES OF MSI
THE BESTIARY QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
The Ritual Stone: Located in Whiterun Hold. Raises all
dead around you to fight for you.
Arguably the most entertaining, as well as one of the most useful
blessings, the Ritual Stone grants you a Power that raises all the
dead around you - from the mightiest Draugr Deathlord to the
lowliest Chicken - and causes them to fight for you. Useful in a wide
range of situations, this Power really shines in the large-scale battles
at the end of many dungeons, where you can find yourself quickly
raising 5-1 0 corpses to take on their former allies!
The Serpent Stone: Located in Winterhold Hold.
Paralyze the target for 5 seconds , and do 25 points
of damage.
Paralyze is a useful ability to have on hand, allowing you to quickly
score multiple hits on a foe before they can recover, take one enemy
out of the fight so you can deal with others, or simply buy yourself a
few seconds to retreat and regroup. It's especially useful when fighting
individual, high-level foes. However, you can achieve the same effect
with a spell or poison, so this Power may be less useful at higher levels once you have other
options at your disposal.
The Shadow Stone : Located in The Rift. Invisibility for
60 seconds.
This Power is exceptionally useful for a stealthy character- it can
be invoked instantly, silently, with no Illusion Skill or casting time
required. You can achieve the same effect with a spell - and you
definitely want that spell - but even after obtaining it, the Shadow
Stone's Power can still be useful to keep around as a back-up.
The Steed Stone: Located in Haafingar Hold. Carry
weight + J 00, no movement penalty from armor.
Although this blessing doesn't bring you the instant gratification or
protection of those that help you in combat, it is worth considering
the Steed Stone's ability if you rely on Heavy Armor: you'll appreciate
the extra mobility and Carry Weight it affords you. It's also worth
trying this ability before taking the Conditioned (Heavy Armor) or
Unhindered (Light Armor) Perks- you may even want to take it
instead of those perks, and select another perk instead.
The Tower Stone: Located in Winterhold Hold. Unlock
any Expert level lock I or lowerj once per day.
f you constantly find yourself out of Lockpicks, a simply don't
enjoy Lockpicking, the Tower Stone's Power will help you open one
locked door or treasure chest per day. For everyone else, there are
more useful abilities to choose from.
NOTE Standing Stones ace all Primary Locations, and their locations are
shown throughout the Atlas of this guide.
SHADOWMARKS
A strange rune on a building in Solitude. It has a meaning to those in the know.
Eagle-eyed adventurers may notice that some locations across Skyrim are marked with strange glyphs. Unbeknownst to most, these
runes are actually symbols used by the Thieves' Guild to indicate locations that members feel are particularly wealthy targets, safe,
dangerous, or have inhabitants that may be helpful or problematic. These symbols are known as Shadowmarks. In order to learn
more about Shadowmarks, search the Thieves Guild for a book written by Delvin Mallory called Shadowmarks, which lists all of the
markings that the Thieves Guild uses. For more information on Shadowmarks, see page 222.
BOOKS
Voracious readers will be pleased to learn that a wealth of knowledge can be found in dozens
of different books. These fall into one of five general categories:
Skill Books
The Doors of Oblivion I Conjuration ), one of only five
copies of this rare book.
When read, these books increase one of your skills by a single point.
There are five different Skill Books books associated with each skill
(meaning 90 different book titles), but multiple copies of each book
(usually 3-5 each), bringing the total number of Skill Books to well
over 400. However, you only receive a skill increase the first time you
read any particular title- rereading that book, or any of its copies, has
no further effect. This means you can only use Skill Books to increase each skill by a maximum
of five points.
For example: Those interested in the Sneak Skill should look for the following books: Three
Thieves (four copies), 2920, Last Seed, v8 (four copies), Sacred Witness (four copies), Legend
of Krately House (three copies), and The Red Kitchen Reader (five copies). This means there is
a total of 20 Sneak Skill Books, and five points you can add to your Sneak from reading the
first copy you encounter of each tome.
£§> Spell Tomes
Spell Tome: Ice Storm ( Destruction ), which can be
found in the world or purchased from select vendors.
Spell Tomes are books of magic with the sigil of their school embossed
on the front cover. When you read them, the book is consumed, and
you instantly learn the spell it contained. If you later find another copy
of the same Spell Tome, sell it, as it isn't of any use to you anymore.
Spell Tomes can be purchased from a few select vendors, the Court
Wizards in each of the Major Hold Capitals, and the mages of the
College of Winterhold. You can also find Spell Tomes randomly in dungeons.
60
Trt 6 :der Scrolls V
SKY RIM
TRAINING PART 3: ADVENTURING ACROSS SKVRIM
wtuTiimm^uiuT
£►> Functional Books
Lost Legends of Skyrim hints at an ancient mystery.
Functional Books describe actual locations, legends, or mysteries to
be discovered in the wilds of Skyrim. When read, they add locations
to your World Map, and might trigger a Quest or Objective related to
the contents of the book. There are four of these types of books, each
with several copies. Once you've read one copy, you never need to
read another copy of the same book, as the information is identical.
Common Books
The Lusty Argonian Maid , v2, one of only three copies
of this scandalous work.
There are wide variety of other books in Skyrim. They provide stories,
histories, advice on battle, fiction, and many other types of reading
material to add a little flavor to your adventure. Many of these books
provide interesting asides to locations you visit. However, none of
these books grant you any kind of bonus; they are simply there to be
read. Across Skyrim, there are 21 5 different books to read (or collect,
if you like). Some are quite common, while others are rare and valuable.
Notes and Journals
A Note from Falk Firebeard of Solitude, delivered
by courier during Side Quest: The Wolf Queen
Awakened.
In addition to books, there are a wide variety of notes and journals
used throughout your adventure to convey shorter or more personal
messages, from the important to the trivial. Some are given or found
during Quests, while others can be picked up in houses and dungeons.
Quest notes are listed in the appropriate Quests, while most other
notes simply aren't important enough to be tracked in this guide. But they're all worth a read,
if you have the time.
NOTE Sample locations of every Functional and Common book are
shown in the Inventory Chapter (page 70). The two easiest
locations to find every type of the Skill Book are also presented in the
Appendices, as well as across the Atlas.
IMPROVING YOUR STANDING IN SKYRIM
£> Quests
Quests are a series of related objectives that make up a single mission or story. These range
from the simple to the epic, and a large amount of this guide is spent detailing every single
one of them! In game, the Quest Journal tracks all of your current and former quests, while the
General Stats page keeps a count of how many quests you've completed. Remember that there
are dozens of Miscellaneous Objectives, Favor Quests, and World Encounters and Interactions to
discover as well. Every single Quest is documented later in this guide.
TIP The Quest Target Marker is exceptionally useful, and you should
always keep the target for your current quest(s) turned on.
Remember to set your Quest or Objective 'Active' first, then highlight the quest
and press 'Show on Map' to display the World Map centered on the location you
need to reach. The Marker will also appear on your compass to guide you.
Making friends has a number of useful benefits:
0 Your friends will often be willing to help you in return.
0 They will occasionally give you gifts.
0 They may allow you to take items from their house, shop, or market stall without paying
for them (you'll notice that many items are no longer marked 'steal'- help yourself!).
0 They're willing to put you up for the night- when in their home, you are no longer
trespassing, and you can sleep in any bed they own. An unscrupulous 'friend' could take
advantage of this hospitality to rob them blind. . .
0 Some may even be willing to join you on your adventure if you ask! Consult the
Followers list later in this section for details.
NOTE Completing Favors for the inhabitants of a Hold also wins you the
attention of the Jarl. Complete the Jorl's Quest or Favors, mi you
will be granted the title of Thane. Thanes are granted the services of a Housecarl
(see Followers, page 62), and receive more lenient treatment for crimes they
commit (see Crime, page 39). You can become the Thane of any or all of the
Nine Holds.
3> Houses
Buying a House
When the time comes to establish yourself as more than just a wandering dragon-slayer, you
can put down roots in any (or all) of Skyrim's Major Capitals by purchasing a House. You can't
just saunter into town with a hefty bag of gold and demand a dwelling, though: you must first
win the trust of the Jarl. Speak to them and complete the Quests or Favors they assign until
you earn their friendship and permission to buy a house in the city. For more details on what
you need to do, see the appropriate Thane Task in the Favors section (see page 404).
Remember, the Civil War affects who controls each of the CAUTION
five major cities. If your faction takes control of a city, you
can be sure the newly-installed Jarl will reward your efforts, and may give you
permission to purchase a house immediately!
With the Jarl's approval, you can now approach the Steward (who is usually nearby) and
ask about purchasing a home. The price is displayed (and is non-negotiable). Pay the Steward,
and you receive the key to the dwelling.
Decorating Your Property
Once you've purchased a house, you can leave it in its current (usually sparse and cobwebbed)
state, or speak to the Steward again to begin decorating it. Each house comes with a
Favors and Friendship
When visiting a city, town, or
settlement, take a moment to
speak with everyone you meet.
In addition to learning more
about the area, they often
have a Favor or other task
they could use your help with.
Complete it, and they react
to you much more favorably.
Keep this up among folks in the same settlement, and you'll soon hear the guards mention your
pleasant reputation. Consult the Miscellaneous Objectives and Favor Quest chapters, beginning
on page 392, for a list of the huge number of favors you can perform.
«/
SHADOWMARKS BOOKS IMPROVING YOUR STANDING IN SKYRIM
% TRANING
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
Home Decorating Guide that describes the options available to you, so you can make an informed decision about which furnishings to purchase. In addition to purely cosmetic items like chairs or
cupboards, decorations also include useful items like crafting stations, weapon racks, mannequins, and bookshelves. Simply return to the Steward, buy the decorations you want, and when you
return to your house, they have been installed.
Benefits of Home Ownership
Owning a house gives you a variety of useful benefits:
0 It gives you a convenient base of operations in the city, with a number of easily accessible crafting stations and a bed you own (for the Well Rested or Lover's Comfort bonuses - see
page 36).
0 You can store any weapons, armor, crafting materials, or other items you have in your house, safe in the knowledge that they will always be there when you return.
0 You can prominently display the weapons, artifacts, and items that you've collected on a variety of weapon racks, weapon plaques, mannequins, and bookshelves.
0 If you've been named Thane of the Hold, you can find your Housecarl in your house, ready to join you at a moment's notice.
0 If you're married (see Side Quest: The Bonds of Matrimony, page 336), you can also ask your spouse to move in with you, instead of meeting them in the inn or bedding down in their
(often rudimentary) place!
Available Properties
Proudspire Manor, Solitude (Haafingar Hold)
Price: 25,000 gold
Jarl: Jarl Elisif the Fair
Steward: Falk Firebeard
Available Decorations:
Bedroom (2000)
Living Room (2000)
Alchemy Laboratory (2500)
Enchanting Laboratory (2500)
Patio Decorations (500)
Kitchen (1500)
Total Cost: 36,000 gold
Vlindrel Hall, Markarth (The Reach)
Price: 8,000 gold
Jarl: Jarl Igmund or Jarl Thongvor Silverfish
Steward: Raerek or Reburrus Quintilius
Available Decorations:
Bedroom (800)
Living Room (900)
Alchemy Laboratory (1000)
Enchanting Laboratory (1000)
Entrance Hall (500)
Total Cost: 12,200 gold
Breezehome, Whiterun (Whiterun Hold)
Price: 5,000 gold
Jarl: Jarl Balgruuf the Greater or Jarl Vignar the Revered
Steward: Proventus Avenicci or Brill
Available Decorations:
Alchemy Laboratory (500)
Bedroom (300)
Loft (200)
Dining Room (250)
Total Cost: 6,250 gold
Hjerim, Windhelm (Easfmarch)
Price: 12,000 gold
Jarl: Jarl Ulfric Stormdoak or Jarl Brunwulf Free-Winter
Steward: Jorleif or Captain Lonely-Gale
Available Decorations:
Kitchen (1000)
Bedroom (1000)
Living Room (1500)
Alchemy Laboratory (1500)
• Enchanting Laboratory (1500)
Armory (2000)
Clean up that murderer's mess (500)
Total Cost: 21,000 gold
NOTE To purchase Hjerim, you must
complete ihe first port of Side
Quest: Blood on the Ice.
Honeyside, Riften (The Rift)
Price: 8,000 gold
Jarl: Jarl Laila Lawgiver or Jarl Maven Black-Briar
Steward: Anuriel or Hemming Black-Briar
Available Decorations:
Bedroom (600)
Kitchen (500)
Alchemy Laboratory (1000)
Enchanting Laboratory (1000)
Garden (800)
Porch (400)
Total Cost: 12,200 gold pieces
<§£ NOTE The precise location of every
house you can buy is indicated
in the Atlas. Pictures and the exact method of
purchasing each House is detailed in the Thane's
Tasks, part of the favors section of the Quests
chapter, on page 404,
FOLLOWERS
Throughout the realm, there are those that stand ready to
join you in your adventure, and are prepared to lay down
their lives in your service. These selfless companions are
broadly known as Followers. Followers may join you for any number of reasons, whether
because you've hired their services, helped them in the past, or are simply taking on a
charge that they have an interest in. Some join you only for the duration of a specific quest,
while others will follow you indefinitely. This section explores these and other details about
your Followers.
<>£ NOTE Typically you can only hove only one human Follower ond one
animal (dog) follower at a time, although additional Followers
may join you temporarily for a quest that they have an interest in.
• MINOR SPQIliRS
General Traits
Your Follower normally
acts os a shadow ,
bodyguard , item
repository , and friend.
When a Follower has
agreed to join you on your
adventure, there are a number
of advantages they bring,
and help you can expect
from them.
The Bide? Scrolls V
skyrTm
6 !
TRAINING FART 3: ADVENTURING ACROSS SKYRIM
Equipment: Your Followers will always equip the best weapons, armor, and items they have
available, and try to use staffs and other items effectively. They take their own skills and
proficiencies into account when making these decisions, so all else being equal, expect Jenassa
(an archer) to prefer a bow to a two-handed sword, and light armor to heavy plate.
Skills: All Followers have a specific set of favored skills (listed below), which improve as their
level increases. Unlike your character, Followers do not become better at the skills they use- no
matter how you try to force Marcurio (a mage) to be a greatsword-wielding warrior, he'll
always be better with magic. Make sure to select a follower whose skill set meets your needs.
Levels: Most Followers automatically level up when you do, so there's no need to worry about
a Follower 'falling behind' if you go off and adventure on your own, or want to work with
someone else for a while.
Tactics: Followers will try to follow your lead whenever possible:
When you Sneak, they will Sneak as well, and stop when you do. Don't expect them to
take cover on their own, though- if you want them to hide in a particular location, order them
to move to it.
When you draw or sheathe your weapons, so will they.
When attacked, they will use their best weapons, spells, and tactics to defend both
themselves and you.
Catching Up: If you travel on horseback (or with the great loping strides of a werewolf), you
may find that your Followers have a tendency to fall behind. Don't worry about losing them-
there are several ways you can help them catch up.
Just Wait (using the Wait System), and they'll use the time to catch up.
Load in to any new space, and they'll be right behind you.
Fast-travel anywhere, and they'll arrive next to you.
Heading Home: If you dismiss a follower, they will return home and take up their original
routine. Most followers will rejoin you if you ask, though you may need to pay for the services
of Hirelings again if too much time has passed.
Death and Dying: When a Follower's health is exhausted, they will collapse. Heal them, or
finish the combat and wait for their health to regenerate, and they will recover, none the worse
for wear.
Be careful, though- if you inflict lethal damage on a CAUTION
Follower, either directly (say, by hitting them with an errant
attack) or indirectly (from the blast of a fireball), they will die. Permanently.
$> At Your Command
You can also issue a orders to your Followers. T o issue an order, either speak to them or
enter Command Mode (target them, then press and hold the Activate button until the cursor
changes). The available orders are:
Wait/Follow: If you want to explore an area on your own or try a stealthy approach,
use the Wait command to tell your Follower to stop shadowing you. Once you're done, return
to your Follower and tell them to accompany you again. Note there are some situations and
locations where Followers can't accompany you (such as to jail, if you're arrested). If you leave
a Follower at a location and don't return, they eventually return home.
Do Something: You can order your Follower to do something specific, which can be
helpful in all kinds of situations. Move your target crosshairs onto something you want your
Follower to use, take, steal, or attack, then press Activate to give the order.
Trade Items: This allows you to exchange items between your inventory and your
follower's. Some notes:
All Followers startwith some basic equipment. You can't take these items from them.
You can, however, give your Followers better gear, such as items that you've improved,
enchanted, or think your Follower might be more adept at using. If they judge the item is better
than what they currently have, they'll equip it immediately.
You can have your Follower carry their share of the treasure, effectively turning them into
a "pack mule". This roughly doubles the amount of loot you can carry, which is handy if you're
trying to gather as much as you can from a dungeon before returning to town and selling it off.
Note that your Followers do have a maximum carry weight (not shown), so there is a limit to
what they can carry as well.
Part Ways: If this relationship just isn't working out, you can tell your follower that you no
longer need their services. They'll head home, and you can then acquire a different follower or
setoff on your own.
Other Notes and Tips
TIP When choosing a Follower, make sure to pick one that complements
your style of play. If you're adept at sneaking and silent ranged
takedowns with a bow, find someone with similar prowess. If you're a robed
mage, seek the company of a powerful warrior to hold your foes at bay.
Experiment around with the available Followers until you find one you enjoy
adventuring with. Then add a dog!
It's almost always a good idea to bring a Follower along; they can distract foes,
soak up damage on your behalf, and help you to take down enemies more
quickly. However, there are two cases to be wary of:
If you plan to take a stealthy approach to your next mission, Followers can
be more of a hindrance than a help. Even with a well-outfitted stealthy follower,
they can't use cover and concealment as effectively as you can. When stealth is
essential, you may want to go it alone.
If you're a Mage with a lot of area-of-effect spells, the collateral damage can be
lethal to your Followers. Control your casting carefully, or leave your Follower at
home and take up Conjuration instead- Atronachs are immune to spells of their
element, and Zombies are, well, dead anyway.
<$0 NOTE Many Followers are also Trainers. Bring them with you,
and you will be able to train whenever you like, so long
as you have the fends.
You can also be romantically tied to many Followers. Consult Side Quest:
The Bonds of Matrimony (page 336) for more details.
£> Types of Followers
The following lists identify all of the characters who can become your Followers. For each
Follower, this this section identifies their primary combat style (e.g., Warrior) and their favored
skills. Any prerequisites for obtaining them are also noted.
In general, Followers can be classified into five major categories:
Hirelings. Mercenaries who will accompany you if you hire them.
Housecarls. If you are named Thane of a Major Hold, the Jarl will appoint a Housecarl as
your bodyguard.
Guildmates. If you join one of the major guilds, you may be able to ask your fellow guild
members to follow you.
Quest or Dungeon Followers. These characters will follow you once you complete their
quest or dungeon.
Favor Followers. Friends you have completed Favors for may join you if you ask.
Animal Companions. Loyal dogs who will fight at your side in combat.
To find the exact location of every Follower, simply look up the
settlement mentioned in their description in the Atlas later in
the guide.
TRANING
THE INVENTORY
IMPROVING v 0UR STANDING IN SKYRIM FOLLOWERS
THE BESTIARY QUESTS ATLAS OF SKYRIM
APPENDICES AND INDEX
Hirelings
Hirelings are mercenaries for hire, each with their own unique combat style. To purchase their services, you must pay a flat fee of 500 gold pieces. Dismiss them, they may charge you that
fee again.
Belrand, in Solitude
(Haafingar).
Spellsword: One-Handed,
Light Armor, Destruction,
Restoration
Vorstag, in Markarth
(The Reach).
Warrior: One-Handed,
Heavy Armor, Archery,
Block
Jenassa, in Whiterun
(Whiterun Hold).
Archer: Archery, Light
Armor, One-Handed,
Block, Sneak
Stenvar, in Windhelm
(Eastmarch).
Knight: Two-Handed,
Heavy Armor, Archery,
Block
C
Marcurio, in Riften
(The Rift).
Mage: Destruction,
Restoration, Alteration,
Conjuration, Sneak
Housecarls
Notes: You
must complete
Miscellaneous
Objective: Erik the
Slayer before you
can hire Erik.
Erik the Slayer, in
Rorikstead (Whiterun Hold).
Barbarian: Two-Handed, Light
Armor, Archery, Block
Housecarls are bodyguards sworn to your service as Thane. Eor advice on becoming the Thane of one or more Holds, consult page 404.
Jordis the Sword-Maiden,
Housecarl of Solitude
(Haafingar)
Housecarl: One-Handed, Heavy
Armor, Archery, Block
The Companions
Argis the Bulwark, Housecarl
of Markarth (The Reach)
Housecarl: One-Handed,
Heavy Armor, Archery, Block
Lydia, Housecarl of Whiterun
(Whiterun Hold)
Housecarl: One-Handed, Heavy
Armor, Archery, Block
O —
Colder, Housecarl of
Windhelm (Windhelm Hold)
Housecarl: One-Handed,
Heavy Armor, Archery, Block
Iona, Housecarl of Riften (The Rift)
Housecarl: One-Handed, Heavy
Armor, Archery, Block
This ancient and renowned order of warriors is headquartered in Whiterun. Companions have an extremely close bond, referring to each other as Shield-Siblings. Once you complete their questline,
they become available as Eollowers. Visit Jorrvaskr in Whiterun to find them.
Archer: Archery, Light
Armor, Sneak, Speech,
One-Handed
Notes: Expert Trainer:
Archery
Athis
Warrior: One-Handed,
Block, Archery, Light
Armor
Notes: Expert Trainer:
One-Handed
Farkas
Warrior: One-Handed,
Heavy Armor, Smithing,
Speech
Notes: Master Trainer:
Heavy Armor
Njada Stonearm
Warrior: One-Handed,
Block, Speech
Notes: Expert Trainer:
Block
Ria
Warrior: One-Handed,
Heavy Armor, Archery,
Block
Torvar
Warrior: One-Handed,
Heavy Armor, Archery,
Block
Vilkas
Knight: Two-Handed,
Heavy Armor, Archery,
Block
Notes: Master Trainer:
Two-Handed
The College of Winferhold
Your fellow students at the College of
Winterhold will join you once you are a
member of the College and complete their
specific College of Winterhold Radiant Quest.
O
Onmund
Sorcerer: Destruction,
Illusion, One-Handed,
Heavy Armor
J'Zargo
Sorcerer:
Destruction,
Illusion,
One-Handed,
Heavy Armor
Brelyna Maryon
Mage: Alteration,
Illusion, Conjuration,
Sneak
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TRAINING PART 3: ADVENTURING ACROSS SKYRIM
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Dark Brotherhood Assassins
After completing the Dark Brotherhood Questline, a number of new initiates, and a strange
jester are available to aid and abet you in your adventures. You'll find them at the Dawnstar
Sanctary in The Pale Hold.
Dark Brotherhood
Initiate (Male and
Female)
Assassin: Sneak,
One-Handed, Archery,
Light Armor
Cicero, the Fool of
Hearts, Jester and
Keeper of the Night
Mother.
Assassin: Sneak,
One-Handed, Archery,
Light Armor
Quest-Related Followers
The following citizens of Skyrim are willing to join you after you've finished the Quest they are involved in (providing they survive the Quest as well). Consult each Quest for more information.
Adelaisa Vendicci.
Aranea. Daedric
Eola. Daedric Quest:
Erandur. Daedric
Lob. Daedric Quest:
Ogol. Daedric Quest:
Ugor. Daedric Quest:
Side Quest: Rise in
Quest: The Black Star.
The Taste of Death.
Quest: Waking
The Cursed Tribe
The Cursed Tribe
The Cursed Tribe
the East.
Mage: Destruction,
Nightblade:
Nightmare.
Archer: Archery, Light
Warrior: One-Handed,
Archer: Archery, Light
Townsperson: Alchemy,
Restoration,
Destruction,
Healer: Restoration,
Armor, One-Handed,
Heavy Armor, Archery,
Armor, One-Handed,
Enchanting, Smithing,
Conjuration, Alteration
One-Handed,
Conjuration, Speech,
Block, Sneak
Sneak
Block, Sneak
Speech
Alteration, Sneak
Alchemy
Dungeon-Related Followers
The following denizens of the Dungeons of Skyrim are available to help your cause
once you clear the Dungeon you find them in. Providing they survive. Consult the
Dungeon Quests 377 for more information.
Favor Followers
lllia. Darklight Tower
(The Rift)
Mage: Destruction,
Restoration, Conjuration,
Alteration
Golldir. Hillgrund's
Tomb (Whiterun Hold)
Warrior: One-Handed,
Heavy Armor, Archery,
Block
O
The following inhabitants of Skyrim agree to join you once you've befriended them by completing a Task or Favor that they set for you. Consult Favors (on page 399) for more information.
Ahtar the Jailor, in Solitude's
Castle Dour (Haafingar).
Benor, the guard lieutenant of
Morthal (Hjaalmarch).
Cosnach, the drunkard in Markarth Borgakh, the daughter of Bagrak, in Mor
(The Reach). Khazgur (The Reach).
Knight: Two-Handed, Heavy
Armor, Archery, Block
Knight: Two-Handed, Heavy Armor,
Archery, Block
Warrior: One-Handed, Heavy Armor,
Archery, Block
Warrior: One-Handed, Heavy Armor,
Archery, Sneak
Ghorbash, the brother of the Ore Chief of Dushnikh Yal
(The Reach).
Uthgerd the Unbroken, the brawling warrior of
Whiterun (Whiterun Hold).
Sven, the minstrel and lumberjack of Riverwood
(Whiterun Hold).
Archer: Archery, Light Armor, One-Handed, Block, Sneak Warrior: One-Handed, Heavy Armor, Archery, Block
Townsperson: Alchemy, Enchanting, Smithing, Archery
«f
■«r
FOLLOWERS
>■
» TRANING
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
Faendal, the hunter and
lumberjack of Riverwood
(Whiterun Hold)
Archer: Archery, Light Armor,
One-Handed, Sneak
Notes: Journeyman Trainer:
Archery
Roggi Knot-Beard, the
Nord miner of Kynesgrove
(Eastmarch).
Townsperson: Alchemy,
Enchanting, Smithing,
One-Handed
Derkeethus, the
kidnapped fisherman,
held in Darkwater Pass
(Eastmarch).
Archer: Archery, Light
Armor, One-Handed,
Block, Sneak
O
Animal Companions
Two-legged Followers aren't the only ones you
can bring with you on adventures. Four-legged
friends are also an option. The following Dogs
(who can follow, stay, and attack, but can't
carry items) are possible companions.
Vigilance, a War Dog you can purchase from
Banning at Markarth Stables for 500 gold
(The Reach).
O
Horses
The ultimate steed of
Skyrim: Shadowmere.
Horses can be purchased
and used by adventurers to
speed travel between far-flung
destinations. There are a
number of different ways in
which you can acquire a horse:
Buying a Horse: * ~
You can purchase a Horse at the stables adjacent to each of the five Major Hold Capitals-
the four Minor Hold Capitals (Morthal, Dawnstar, Winterhold, and Falkreath) do not have
stables.
Each stable sells a particular type of horse. The price of each horse, regardless of its type,
is 1 ,000 gold pieces. This price is fixed, and isn't affected by your Speech Skill, Speech Perks,
or other effects (such as a Potion of Haggling). Horses are all identical in terms of speed,
health, and performance; the only difference is their coloration.
Available Horses
0
HORSE TYPE
HOED NAME
LOCATION OF
PURCHASE
PRICE
Block
Whiterun Hold
Whiterun Stables
1000
Brown
Eastmarch
Windhelm Stables
1000
Grey
[fie Reach
Riften Stables
1000
Point
The Reach
Maikarth Stables
1000
Palomino
Hacfingcr
Ratio's Form (Solitude)
1000
Frost
The Riff
Special
N/A
Shadowmere
Falkreath
Special
N/A
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Annekke Crag-Jumper,
the adventuress of
Darkwater Crossing
(Eastmarch).
Archer: Archery, Light
Armor, One-Handed, Block,
Sneak
Mjoll the Lioness,
adventuress, in Riften (The
Rift).
Knight: Two-Handed, Heavy
Armor, Archery, Block
Kharjo, the bodyguard
for Ahkari's Caravan
(Khajiit Caravans).
Warrior: One-Handed,
Heavy Armor, Archery,
Block
Meeko, a Dog you find in the wilderness
close to Meeko's Shack, in Hjaalmarch.
Stray Dog; a dog you can meet in a random
World Encounter (Corpses in the Aftermath of
a Dragon Attack or Dog Fending Off A Pair of
Wolves; see page 409).
Owning a Horse
Horses that you've paid for are considered to be owned by you. Horses you own are always
saddled, and have your name added to their title (for example, "Prisoner's Horse"). This helps
you differentiate between your horse and any others that may be around- just look for the
name and saddle.
You can own all five types of horses, providing you have the gold to pay for each of them.
If you own more than one horse, the horse you've most recently ridden travels with you if you
decide to fast-travel to a location. All of your other horses return to the stables where they were
purchased, and wait for you there (you can return and use them whenever you wish).
Borrowing or Stealing a Horse
You can steal horses from a number of different locations. The best places to look are the
stables where you can purchase a steed, any Military Camp or Military Fort, and from Wor
Encounters. To steal a horse, simply walk up to it and mount it. Stealing a Horse adds 50 to
your bounty for that Hold. Dismounting from a stolen steed, and then mounting it again counts
as a separate theft, adding 50 more gold to your bounty. Horse rustling can get expensive fast.
Occasionally, you can "borrow" an unowned horse (one not marked 'Steal') from a
Location, World Encounter, or Military Fort. Unowned horses behave in the same manner as
stolen horses, except that riding them isn't a crime, and your bounty won't increase.
Using a Horse
It is important to learn what you and your steed are capable of:
Horses can move at a canter (run) and gallop (sprint) speed equal to your very best run
and sprint speeds while on foot. However, horses aren't weighed down by your armor, and
they likely have more stamina than you do, making them a faster way to travel overall. Plus,
you get to conserve your stamina, so you won't be worn out if you find yourself ambushed by
brigands on the road.
Horses can charge through or leap over low or small obstacles (essentially anything you could
jump across when on foot). Larger obstacles can't be jumped, so avoid them or move around
them.
TRAINING PART 3: ADVENTURING ACROSS SKYRIM
66
Horses are by nature unaggressive, and although able to attack, they generally flee from
combat once you dismount.
do, you gain legal ownership of Frost. Aside from the fact this didn't cost you any gold, Frost is
a normal horse in every other respect.
Your Followers can't ride horses. If you ride off on horseback, your Follower will run after
you, but is likely to fall behind. When you approach your destination, you may want to stop and
use the Wait command, which will give them a chance to catch up.
Controlling a Horse
When riding a horse, it's important to note the following controls:
While riding a horse, the camera is locked into a third-person view, and the View-switch
button centers the camera behind you instead.
The Activate button allows you to dismount. You must dismount in order to activate objects or
speak to others.
The Jump button causes your horse to rear dramatically. You can't jump while on horseback.
The Sprint button allows you to gallop.
While mounted, you can't fight (attack with weapons, cast spells, Shout, or use any
Powers) . Should you be attacked, quickly decide whether to fight or flee. If you decide to fight,
dismount, slay your foes, mount up again, and continue on your way. Or take advantage of the
horse's speed and stamina to barrel through your foes and gallop away- you can outrun most
human adversaries if given enough time and space.
Fast-Traveling and Horses
If you own one or more horses, the horse you most recently rode will fast-travel with you.
This is handy if you've lost your horse after a fight, or emerged from a dungeon in a different
location- simply fast-travel somewhere nearby, and your horse will be standing next to you.
If you're riding a stolen or borrowed horse, your horse will only fast-travel with you if
you're riding it when you trigger the fast-travel. Otherwise, you'll leave it behind.
Horses won't accompany you into cities, dungeons, or other interiors. If you fast-travel to
a city, your horse will be left at the stables just outside.
The Death of a Horse
While riding a horse, most of the damage from falls and enemy attacks will absorbed by
your horse. When a horse is reduced to 1 0% of its health or less, it drops you and tries to flee.
If your horse takes lethal damage, it will die.
Shadowmere: At the start of Dark Brotherhood Quest: The Cure for Madness (see page 244),
Astrid - the leader of the Dark Brotherhood - summons Shadowmere, a powerful steed. From
this point forward, you have ownership of Shadowmere. Aside from the fact this didn't cost you
any gold, Shadowmere has other advantages too:
He has twice the stamina and almost three times the health of a normal horse.
When injured, his health regenerates rapidly, making him extremely difficult for
foes to kill.
He is much more aggressive than a normal horse, fighting with you instead of fleeing
from danger.
With glowing eyes, a unique saddle, and a jet black mane, Shadowmere is the
ultimate steed of Skyrim!
[►> Carriages
Travel between Hold
Capitals in some style
and comfort.
If you can't afford a horse
of your own, Carriages are
another good way to speed
your travel around Skyrim.
Outside each of the five Major
Hold Capitals (generally near
the stables), you can find a horse-cart hitched up and ready to go. Speak to the driver to learn
that he offers a carriage service, and will gladly ferry you to any of Skyrim's capitals for a
nominal fee.
20 Gold for a ride to the Major Hold Capitals: Solitude, Markarth, Whiterun, Windhelm,
or Riften.
50 Gold for a ride to the Minor Hold Capitals: Morthal, Dawnstar, Winterhold, or Falkreath
Pay the fee, then head around back and activate the Carriage to climb aboard. The driver will
mention a piece of lore as you set off. A moment later, you'll find yourself at your destination.
If you own a horse and it expires, a new horse of the same type will become available
for purchase at the same stables as previously indicated. The same cannot be said for Frost or
Shadowmere; when they expire it is usually permanent.
Unique Horses: Frost and Shadowmere
There are two unique horses you may wish to seek out.
Frost: As part of Side Quest: Promises to Keep (see page 363), you're tasked with stealing
Frostfrom the Black-Briar Lodge in The Rift. At the end of this Quest, you have the option to
betray the man who sent you on that mission, Louis Letrush, and keep Frost for yourself. If you
TIP Is this a good deal? It depends on your personal playstyle. If you'd
rather walk or ride from one location to another, you may find the
journey as rewarding as the destination, with dozens of locations to explore
and challenges to face along the way. If you simply want to reach your goal as
ijuickly as possible, a Carriage Ride will take you to the nearest city in record
time. Spend 300 gold, and you can quickly unlock all of the capital cities,
allowing you to fast-travel to them whenever you wish.
SERVICES, COLLECTIBLES. AND ITEMS OF INTEREST
In this final section of the Training Chapter, we briefly
® MINOR SPOiURS highlight the services, merchants, collectibles, and objects
of interest that you can discover on your adventure. Those
marked with a are tracked in the Atlas. Those marked with a have a table in the
Appendix that shows every location or instance of them in the game, or in the case of Skill
Books, the two easiest locations to find in the game. Those marked with a "t" have a chart or
table elsewhere in this guide that shows all of their locations or instances.
If there's something that you're looking for that isn't listed here or in a specific location in this
guide's Inventory, Bestiary, Atlas, or Appendices, it probably occurs randomly in the world, and
is thus impossible to track.
£> Adiievements/Trophies
If you want to obtain all the different Achievements (PC and Xbox 360) or Trophies (Playstation
3) that Skyrim has to offer, consult the Appendices at the end of this guide. It lists all of them,
and provides advice on how to obtain each. You are wise to consult this chart now, so you
know how to unlock each of these rewards ahead of time.
THE INVENTORY
FOLLOWERS SERVICES, COLLECTIBLES, AND ITEMS OF INTEREST
& TRANiNG
THE BESTIARY
QUESTS
ATLAS Of SKYRIM
APPENDICES AND INDEX
3> Services and Traders
Apothecary *t
Number Available: 1 2
A shop where Alchemy Ingredients
and Potions are sold. Apothecaries
can be found in most towns and
cities, and typically display a sign
such as the one shown here.
Innkeeper/Bartender *t
Number Available: 15/5
The proprietors of Inns and
Taverns sell food and drink,
and rent rooms where weary
travellers can sleep for the night.
They are also a great source of
local rumors, which often lead to
Quests and Objectives.
Blacksmith/Fletcher *t
Number Available: 33/3
In medium or large settlements,
you can often find a Smithy,
which typically includes a number
of Smithing and crafting stations,
often manned by a smith who
sells weapons and armor. Most
display a sign like the one
shown here.
Caravan * t
Number Available: 3
Three Khajiit Caravans travel the
roads of Skyrim, selling their
wares and trading with anyone
they meet. The routes they take
are listed in the Atlas.
Follower/Hireling *t
Number Available: 47
A person who may be willing to
join you on your adventure, lending
sword or spell to your cause.
Hirelings charge a fee for their
services. Consult the information
earlier in the Training, on page 62.
Stables/Carriage Drivers *
Skyrim's other major cities,
the Atlas.
Number Available: 5/5
A location, always close to a Hold
Capital, where Horses can be
purchased (or stolen). You can
usuallyfind a Carriage nearby as
well; pay the carriage driver a
nominal fee for a ride to any of
These are Primary Locations in
Trader (Vendor) *t
Number Available: 53
These merchants sell a variety of general
goods, pawned items, and the like. Fences for
stolen items are also included in this category,
although not all vendors are fences (and none
will serve as fences right away).
i
Fence: 10
Food Vendor: 9
General Goods Vendor: 1 9
"Special" Vendor: 3
Spell Vendor: 1 2
Trainer
Number Available: 50
A skilled individual (who may also
be a Follower or Trader) who can
help you improve a particular skill.
Consult the information earlier in
the Training, on page 1 1 .
£> Crafting Stations
NOTE Due to the large number of crafting stations, only one or two examples of each type of crafting station
are listed for each Hold. However, individual locations within the Atlas that have stations are noted.
Alchemy Lab *
A table-sized
laboratory where
you can mix
Ingredients into
potions and
poisons by using
your Alchemy
Skill.
Arcane Enchanter *
A table-sized
piece of
furniture
where you
can enchant
or disenchant
magical items
using your Enchanting Skill.
Anvil or Blacksmith Forge *
The tools of a
Blacksmith, a
Forge or Anvil
allow you to
forge metal,
leather, and
more esoteric
materials into weapons, armor, and jewelry
by using your Smithing Skill.
Cooking Pot and Spit
A spit, stew-pot, or other
implement where meats
and ingredients can be
cooked. There are a huge
number of these; one in
almost every house.
Grindstone *
A foot-driven stone wheel that
allows you to sharpen and
improve weapons by using your
Smithing Skill.
Smelter *
A furnace that allows you to
Smelt Ore (and some Dwarven
materials) into Ingots for Smithing
or selling.
Tanning Rack *
A wooden rack that allows you to
dry pelts and tan them into leather
(or leather strips) for Smithing
or selling.
Wood Chopping Block
An old tree stump where you can
split logs into firewood. They can
he found in almost any lumber
camp or settlement.
Workbench *
A sturdy bench that allows you to
temper and improve armor by using
your Smithing Skill.
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TRAINING PART 3: ADVENTURING ACROSS SKYRIM
mmWM
Unique Weapon *tt
[►> Collectibles Books t
Captured Critter * \
Number Available: 5
An insect caught in a glass jar.
Find these as part of Side Quest:
Captured Critters*.
Crimson Nirnroot *J
M Number Available: 30+
Related Character: Avrusa Sarethi
(Sarenthi Farm in The Rift)
A special red variant of the
odd, chiming plant, found only
in the underground realm of
Blackreach. Collect these as part of Side Quest: A Return to
your Roots.
A wide range of Spell Tomes,
Functional Books, and Common
Books can be found throughout
the world. Consult The Inventory
for more information, as well as
earlier in this chapter.
Skill Book *t \
Each of these books increases
a specific Skill by a single point
when first read. There are five
distinct books for each Skill,
for a total of 90 titles and 90
Skill Increases that you can
earn (though there are multiple
copies of each book). Two copies (the easiest to find) of each
book are listed in the Appendices, although each Atlas location
with a skill book is also flagged.
Dragon Priest Mask * | Treasure Map * f
Number Available: 10
i —
J
An ancient ceremonial mask,
1 . A
infused with great power and borne
hi
by a formidable Dragon Priest. Find
.A: V
these as part of Side Quest: Masks
of the Dragon Priests.
1
Number Available: 12
These pieces of parchment
have a visual map drawn on
them, revealing the location
of a hidden treasure. Consult
Side Quest: The Great Skyrim
Treasure Hunt for details.
Number Available: 80
These items are separated
into Unique Weapons found in
Dungeons, those found or given
to you as part of a Quest, and
Daedric Artifacts. Details about
all of these weapons can be
found in The Inventory Chapter on page 75.
Unique Armor or Item
Number Available: 112
These items are separated into
Unique Armor and Outfits found
in Dungeons, those found or
given to you as part of a Quest,
and Daedric Artifacts. Details
about all of these items can be
found in the Inventory chapter on page 77.
Unusual Gem *\
Number Available: 24 (plus
Crown)
Related Character: Vex (Thieves
Guild in Riften)
Occasionally, you may stumble
across one of these Unusual
Gems, which are actually stones
from the legendary Crown of Barenziah. Consult Thieves Guild
Radiant Quest: No Stone Unturned.
££> Items of Interest
Standing Stones *\
Number Available: 13
These standing stones can be
activated to receive a powerful^
blessing. Standing Stones are ^
Primary Locations in the Atlas,
and are described earlier in this
guide on page 59.
Civil War Maps *
These maps show the current state of the Civil War that rages
across Skyrim. Activate the flags on the map to add each
location to your World Map. These are flagged in the Atlas
only, as each is identical.
Shrines *t
Number Available: 42
These ancient stone walls are (usually) inscribed with one of
three Words of Power from a specific Shout. Approach them
and absorb their Word, then unlock it with a Dragon Soul to
increase the power of your Thu'um. Consult the Atlas or page
32 for locations.
Dragon Mounds
Number Available: 22
These ancient burial mounds mark the spot where the dragons
of old were slain. Now, the dragons are being resurrected,
and the Mounds are opening, one by one. Dragon Mounds are
Secondary Locations in the Atlas, and are described earlier in
this Training Chapter, on page 58.
Wokh the skies!
SERVICES, COLLECTIBLES, AND ITEMS OF INTEREST
THE BESTIARY QUESTS
<§> TRANING
THE INVENTORY
ATLAS OF SKYRIM
APPENDICES AND INDEX
THE INVENTORY
SPELLS, WEAPONS, ARMOR AND ITEMS
Behold the charts and tables of Skyrim ! The following pages deluge you with information on the thousands of spells, weapons, armor sets, and items that you can acquire during your adventure. If
you're interested in the properties of an item you haven't found yet, want to compare it to another item, or simply want to see everything that is possible to find, you'll find the information here.
There are a few general rules you should be aware of before digging in:
As described in the skills section of Training (see page 9), many skills, perks, and enchantments affect the damage you do with weapons, the protection you receive from armor, and the cost
of your spells. To account for this, the game automatically calculates those effects and applies them to the spells and items you see in game. The values listed below are the base values for the
item in question: you will rarely, if ever, see these exact numbers because of the impact of your skills. But this list is still an effective way of comparing two items to gauge the relative differences
between them.
Some items, especially unique weapons and armor, are marked as being Leveled. This means that the actual item you receive in game will be dependent on your level, and may have better
statistics and stronger versions of the enchantments listed here.
Some enchantments and effects are said to Stack with others. This means that the benefits of those effects are cumulative; they combine to give you a stronger result.
$> Table I: Spells
Spells are an essential tool for many characters, from Arch-mages who have mastered the intricacies of all five Schools of Magic to those that merely
dabble in sorcery to suit their needs, such as a Thief who relies on Invisibility, or a Warrior who invokes a healing spell to cure his wounds. This
section lists all of the spells available to you. You will find or buy most of these in the form of Spell Tomes, although you may be taught a few of
them directly.
Spell List Notes
Only spells that can be used by your character are included on this list. It does not include Powers, such as a Vampire's Embrace of Shadows or a
Werewolf's Beast Form, or enemy spells or spell-like effects that you can't acquire.
All Destruction Spells have secondary effects based on their element, regardless of whether those effects are listed in the spell description.
All Fire spells can light enemies on fire, causing your foes to take additional damage for several seconds. This makes fire spells especially effective against foes with high
health.
All Frost spells do Stamina damage equal to their Health damage, and slow targets by 50% for several seconds (the exact duration varies by spell). This makes them
especially effective against berserkers and other foes who rely on power attacks, shield bashes, and other tactics that depend on stamina.
All Shock spells do Magicka damage equal to half their Health damage (except where otherwise noted). This makes them ideal for crippling enemy mages.
Spell List Key
Spell Name: The name of the spell as it appears in your Magic Menu.
Level: The level of the spell (Novice - Master). Unique or quest-based spells in each School of Magic are included in a 'Special' category at the bottom of the list.
Standard Cost: The cost of the spell after taking the relevant spell level perk, with the minimum skill required to do so. So Novice Spells are displayed at Skill 1 5, Apprentice
at 25, etc. This is the most useful number, as it provides the most realistic basis for cost comparison among spells.
Base Cost: The cost of the spell at skill level 1 5, with no perks.
Skill 100 Cost: The cost of the spell at skill level 1 00, after taking all of the spell level perks. This is provided for comparison so you can see how the costs diminish as you
become more proficient.
Description: The description of the spell as it appears in your Magic Menu.
Notes and Restrictions: Lists any quests or other significant limiting factors that govern when you can acquire the spell. Also provides clarifications on how the spell works,
and tips on using it effectively.
:
LEVEL
STANDARD
COST
BASE COST
SKILL 100
COST
DESCRIPTION
NOTES AND RESTRICTIONS
ALTERATION
| | Candlelight
Novice
9
18
6
Creates a hovering light that lasts for 60s.
]] Oakflesh
Novice
45
91
30
Improves the caster's armor rating by 40 points for 60s.
| | Magelight
Apprentice
35
74
25
Ball oflightthatlasts 60s and sticks where it strikes.
] Stoneflesh
Apprentice
81
171
57
Improves the caster's armor rating by 60 points for 60s.
A A
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\mu\
70
THE INVENTORY
H
SPELL
NAME
LEVEL
S1ANDAR0
COST
BASE COST
SKILL! 00
COST
DESCRIPTION
NOTES AND RESTRICTIONS
□
Detect life
Adept
37/s
B8/s
29/5
Nearby living creatures, but not undeerd, machines, or daedto,
can he seen through walls.
Excellent in stealth situations far keeping track of patrolling. guards. The color of the glow indicates
whether tbe creature is hostile towards you.
Ironflesh
Adept
98
235
79
Improves the caster's aimar rating by 80 paints for 60s.
Telekerasis
Adept
63/s
149/s
50/5
Con pull an ohject fa you from a distance. Add it to your
inventory at threw it.
Great for pulling items off pressure plates from a safe distance, or rearranging items (soy, in your
house).
□
Wuterbreathing
Adept
82
196
66
Con breathe water for 60s.
Watch for the glow around your body to fade, indicating that the speli hes worn off. When it
does, you have the equivalent of a full breath (as if you'd just surfaced) before you begin to
drawn.
Detect Dead
Expert
49/5
130/s
43/s
Nearby dead can be seen through walls.
ThEs spell detects undent! and corpses. Great for spotting Draugr lurking in dark catacombs.
Ebonyflesh
Expert
113
300
101
Improves the coster's armor rating by 1 00 points for 60s.
Paralyze
Expert
149
396
133
Targets that fail to resist are paralyzed far 1 Os.
Paralyzed creatures near a ledge will often foil to their deaths.
Dragon hide
Master
240
738
248
Caster ignores @0% at all physical damage far 30s.
Reword for College of Winterhold Radiant Quest: Alteration Ritual Spell,
Mass Paralysis
Master
27S
826
278
All targets in the area that fail to resist are paralyzed Far 1 5i
Sold by Mdir, after completing College of Winterhold Radiant Quest: Alteration Ritual Spell.
□
Equilibrium
Special ■
Novice
Q
0
G
Coaverts 25 points af health into magicka per second. Coster
can be killed by this effect.
Con only be found in lobyrimthian Chasm, during College of Winterhokl Quest: The Staff of
Magnus, in □ side chamber. A lisky spell, hut it is a fast, low-cost way 1o recover a lot of Magicka
in a hurry.
z
Tronsmute
Special ■
Adept
37
80
29
Transmute oae piece of unrefined I™ Ore to Silver, or Silver
Of e to Gold, if tbe caster is carrying any.
This speli is sometimes sold by Enttn though you can also find copies in Halted Stream Camp,
AnsHvund Burial Chamber, and knifepoint Ridge Mine. Cast this spell twice to transform a piece of
Iron Ore (2 gold) to Gold Ore {50 gold) . Profit!
CONJURATION
p
Bound Sword
Novice
41
82
27
Create a magic swot) fe 12fe. Shrteil ta dispel. JSSfiSjtad” whoty ° l,wont ’ tDStfa sp9 "
P
Conjure
familiar
Novice
47
94
31
Summons a familiar far 60s wherever the caster is pointing.
Raise Zombie
Novice
45
90
30
Reanimate a weak dead body to fight for yon for 60s.
Works on creatures up to Lv6.
P
Sound
Battae
Apprentice
70
149
SO
Creates a magic bottle axe for 1 20s. Sheathe it to dispel.
P
Conjure Flame
Atranoch
Apprentice
62
132
44
Summons a Fiome Atronach far 60s wherever the custer is
Fiome Atranochs do good ranged damage, hut are fairly weak in melee.
□
Reanimate
Cope
Apprentice
60
127
42
Rennimare a more powerful dead body to fight fat you far
:40s.
Works on creatures up to Evl 3.
C
Saul Trap
Apprentice
44
94
31
If a forget dies within 60s, fills a soul gem.
This spell always places the soul into Ihe smallest soul gem tint can hold It, But keep on eye
on your soul gem inventory- you don't wont to waste a Grand Soul Gem on a Skeever's soul.
Remember that human souls con ordy be captured in Black Saul Gems.
Z
Eonfeh Daedro
Adept
72
173
53
Weaker summoned daedra are sent back to Oblivion.
Only works an conjured daedra (noton 'permanent' ones, like those in smite Warlock dungeons).
Works on flaedra up ta Lvl 5 {familiars and Flame Atranochs), In addition to its stated effect, this
spell will also stagger any Doedra rt hits, making it useful in buying you some space against even
higher-level foes.
z
Bound Bow
Adept
76
183
61
Creates a magic bow for 120s. Sheathe it to dispel.
In addition to ihe bow, this spell obo creates bound arrows that lest for the life of the bow.
□
Confura Frost
Atronach
Adept
79
189
63
Summons o frost Atronach for 60s wherever (he coster is
painting.
Frost Atranochs do good melee damage and have high health, but lack a ranged attack,
z
Revenont
Adept
68
16?
54
iReonimote a powerful dead body to fight far you far 60s.
Works on creatures up to Lv21 .
J
Command
Deed re
Expert
3D
214
72
Powerful summaned and rased creatures are put under your
control.
Only works on conjured deedra (not on 'permanent' ones, like those in many Warlock dungeons).
Works on Doedra up to Lv20 {Frost Atronochs and lower).
□
Conjure
Dremaro Lord
Expert
118
316
106
Summons a Dremora Lord far 60s.
Dremora Lords are powerful melee combatants with a number of fire spelts at their disposal.
□
Conjure Storm
Atronach
Expert
107
284
95
Summons o Storm Atronach for 60s wherever the coster is
painting.
Storm Atronachs are powerful ranged combatants,
□
Dread Zombie
Expert
TOO
266
89
Reanimate a very powerful dead body to fight far you far
60s.
Works an creatures up to Lv30,
□
Expel Daedro
Expert
n
190
84
Powerful summoned doedra creatures are sent back to
Oblivion.
Only works on conjured daedra (not an 'permanent' ones, like those in many Warlock dungeons).
Works on Daedra up to Lv2Q {Frost Atronachs oncf lower). Staggers any Doedra it hits.
p
Dead Thrall
Master
296
001
296
Reanimate a dead body permanently ta fight for you. Only
works on people.
Works an creatures up to Lv40.
□
Flame Thrall
Master
267
793
267
Summons a Flame Atronach permanently,
Reword for College of Winterhold Radiont Quest: Caniuration Ritual Spell. Thralls are stronger
versions of the stondard nlrannchs, After casting this spell, consider resting or waiting to recover
your magicka.
z
Frost Thrall
Master
326
969
326
_ 1
Summons a Frost Ahanach pemranenrty.
Sold by Ph'mis, after completing College of Winterhold Rodion? Quest: Conjuration Ritual Spell.
□
Storm Throll
Master
356
1057 i
356
Summons a Storm Atronod permanently.
Sold by Phinis, after completing College of Winterhold Radiant Quest: Conjuration Ritual Spell.
-
□
Flaming
Familiar
Special -
Apprentice
24
50
17
Summons a Flaming familiar which will charge into bottle
and explode.
Reward for Dungeon Quest: A Scroll far Ansko, The Flaming Familiar will behave like a standard
Familiar far a few stands, rhea explode far 40 points of damage.
□
Summon
Arniel's Shade
Spedal'
Apprentice
0
0
. _ .
0
Summons Hie Shade of Arniel Gone for 60s wherever the
caster is pointing.
Reword for College of Winterhold Radiant Quest: Amiri's Endeavor. Arniel 's Shade is physically
weak, hut a powerful spelfcoster.
p
Summon
Unbound
Dremora
Special -
Novice
80
176
59
Summons on unbound Dremora,
Quest spell for College of Winterhold Radiant Quest: Conjuration Ritual Spell. Summons on
Unbound Dremora in a specific location for the quest. Otherwise, no effect.
DESTRUCTION
| | Flames
Novice 6/s
13/5
4/s
A gout of fire that does 8 paints pei second, forgets an fire
take extra damage.
Forgets on fire take more damage because they're burning; the spell doesn't do bonus damage
if they're burning.
SPELLS. WEAPONS, ARMOR AND ITEMS _ -
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIAA
APPENDICES AND INDEX
□
SPELL
mi
LEVEL
STANDARD
COST
BASE COST
SKILL 100
COST
DESCRIPTION
NOTESANO RESTRICTIONS
□
Frostbite
Novice
7/s
1 4/s
4/s
A blast of cold that does 8 points of damage per second to
Health and Stamina.
□
Sparks
Novke
8/s
16/s
5/s
Lightning that does 8 points of shock damage to Health and
Magicka per second.
b
Fire Rune
Apprentice
98
207
69
Cast on a nearby surface, it explodes for 50 points of fire
damage when enemies come near.
Runes last indefinately, but you can only place one at a time. For best results, place them in a
corridor the enemy will have to use, then pull them towards you. In a pinch, you can also cast a
rune directly under an enemy to trigger the explosion immediately, although that's less efficient
than your other spells.
□
Firebolf
Apprentice
17
36
12
A blast of fire that does 2 5 points of damage. Targets on fire
take extra damage.
□
Frost Rune
Apprentice
122
258
87
Cost on a nearby surface, it explodes for 50 points of frost
damage when enemies come near.
□
Ice Spike
Apprentice
25
42
14
A spike of ice that does 25 points of frost damage to Health
and Stamina.
□
Lightning Bolt
Apprentice
21
45
1 15
A bolt of lightning that does 25 points of shock damage to
Health and half that to Magicka.
□
Lightning Rune
Apprentice
134
284
95
Cast on a nearby surface, it explodes for 50 points of shock
damage when enemies come near.
□
Chain lightning
Adept
57
137
46
Lightning bolt that does 40 points of shock damage to Health
and half to Magicka, then leaps to a new target.
n
Fireball
Adept
1
40
1 i
117
39
A fiery explosion for 40 points of damage in a 1 5 foot radius.
Targets on fire take extra damage.
p
Flame Cloak
Adept
107
254
85
For 60s, opponents in melee range take 8 points of fire
damage per second. Targets on fire take extra damage.
Cloak spells are great if you expect to be in melee frequently, or prefer short-range spells (Flames,
Wall of Flames, etc.), as they significantly increase your damage output.
□
Frost Cloak
Adept
117
278
93
For 60s, opponents in melee range take 8 points of frost
damage and Stamina damage per second.
□
Ice Storm
Adept
53
127
42
A freezing whirlwind that does 40 points of frost damage per
second to Health and Stamina.
□
Lightning Cloak
Adept
137
326
no
For 60s, nearby opponents take 8 points of shock damage
and half magicka damage.
Icy Spear
Expert
106
282 95
A spear of ice that does 60 points of frost damage to Health
and Stamina.
Incinerate
Expert
282
Thunderbolt Expert
113
302 101
Wall of Flames Expert 39/s 104/s 35/s
A blast of fire that does 60 points of damage. Targets on fire
take extra damage.
A Thunderbolt that does 60 points of shock damage to Health
and half that to Magicka.
Sprayed on the ground, it creates a wall of fire that does 50
points of fire damage per second.
Well of Frost
Expert
45/s
121/s
40/s
Sprayed on the ground, it creates a wall of frost that does 50
points of frost damage per second.
Wa| of Storms
Expert
48/s
128/s
43/s
Sprayed on the ground, it creates a wall of lightning that does
50 points of shock damage per second.
Blizzard
Master
328
975
328
Targets take 20 points of frost damage for 1 0s, plus Stamina
damage.
Sold by Faralda, after completing College of Winterhold Radiant Quest: Destruction Ritual Spell.
Damages everything in a iorge radius around the caster for 1 0s.
J Fira Storm
Master
423
1257
423
A lOOtooint firey explosion centered on the caster. Does more
damage to closer targets.
Reward for College of Winterhold Radiant Quest: Destruction Ritual Spell. Does extra damage to
things closer to the caster.
1 1 Lightning
1 — 1 Storm
Master
41/s
122/s
41/s
Target takes 75 points of shock damage per second to
Health, and half that to Magicicu.
Sold by Faralda, after completing College of Winterhold Radiant Quest: Destruction Ritual Spell.
Not an area-of-effect spell, Lightning Storm is a single concentrated bolt that does massive
damage and disintegrates targets.
| I Ariel's
1 — 1 Convection
Special -
Novice
1
1
1
Bums the target 1 points per second. Targets on fire take
extra domuge.
Quest spell for College of Winterhold Radiant Quest Amiei's Endeavor. Heats Owfuven Converts
for the quest. Otherwise, not especially useful.
| | Vampiric Drain
Special -
Novice
Varies
Varies
Varies
Absorb health from the target.
AspeJi unique to Vampires, Vampiric Drain both damages your foes and restores your own health.
ILLUSION
| Courage
Novice
17
35
11
Target won't flee for 60s and gets some extra health and
1 stamina.
Best used to strengthen a follower. In a pinch, you can also use it as a cheap way to stop weak
enemies from fleeing.
J Clairvoyance
Novke
11/5
22/s
7/s
Shows the path to the current goal.
Clairvoyance isn't a spell you'll need very often, but it can be a real help if you get lost in a
dungeon.
□
fury
Novke
29
59
20
Creatures and people up to Lv6 wilt attack anything nearby
for 30 s.
Targets a single foe. Best cast at range, since they'll attack anyone nearby indiscriminately,
including you.
Cob
Apprentice
61
129
43
Creatures and people up to Lv9 won't fight for 30s.
Targets a single foe.
Fear
Apprentice
64
135
45
Creatures and people up ta Lv9 flee from tarnbar for 30s.
Targets □ single foe.
Muffle
Apprentice
60
127
42
You move more quietly for 180s,
Silences your movement. Important for stealthy characters, or anyone who wants to try sneaking
around while wearing armor.
□
Frenzy
Adept
77
184
62
Creatures ond people up Ip Lv 14 will attack anyone nearby
for 60s.
Targets a single foe.
n
Rally
Adept
42
100
33
Targets won't flee far 60s and get extra health and stamina.
Targets □ single foe.
□
Invisibility
Expert
111
295
99
Coster is invisible for 30s. Activating an object or attacking
will break the spell.
Another important spell for stealthy characters. Combined with Muffle, you should be able to
sneak by most foes without too much difficulty.
“] Parity
Expert
n
256
86
Creatures ond people up to Lv20 won't fight for 60s,
Affects all foes in a small area.
72
W
The Solder jS.crzjiU V
S I< Y R ] M
THE INVENTORY
w AM*
wmmmtym
Q
SPELL
name
LEVEL
STANDARD
COST
EASE COST
SKILL 100
COST
DESCRIPTION
NOTES AND RESTRICTIONS
n
Rout
E^ri
104
276
93
Creatines and people up to level 20 flee born comb# for
30s.
Affects oil foes in o small orea
□
Call la Arms
Master
194
577
194
Targets have improved combat skills, health, and stamina
for 10m.
Sold by Drevis, after completing College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects
all allies in a large area.
| | Harmony
Master
312
927
312
Creatures and people up to Lv25 nearby won't fight for 60s.
Sold by Drevis, after completing College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects
all foes in a forge area.
| Hysteria
Master
257
763
257
Creatures and people up to Lv25 flee from combat for 60s.
Sold by Drevis, after completing College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects
all foes in a large area.
| | Mayhem
Muster
294
8/3
294
Creatures and people up to Lv25 will attack anyone nearby
far 6-Os.
Reward for College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects all foes in a large
area.
| Vision of Jfie
1 — I Tenth Eye
Special -
Novice
0
0
0
See what others cannot.
Quest spell for College of Winterhold Radiant Quest: Illusion Ritual Spell. Reveals the location of
the four Master Illusion Texts needed for the quest; otherwise useless.
□
Vision of the
Tenth Eye
Special •
Novice
0
0
0
See what others cannot.
Reveals the location of the four Master Illusion Texts in Illusion Ritual Spell. Otherwise useless.
Mage's Guild Radiant Quest: Illusion Ritual Spell.
RESTORATION
□
Healing
Novice
S/i
ll/s
3/s
Heals the caster 1 0 points per second.
If someone is attacking you, Healing rarely heals enough to keep you from dying. Back away and
let a follower or summoned creature step in to buy you some Fime.
Lesser Ward
Novice
15/s
30/s
10/s
Increases armor rating by 40 points and negates up to 40
points of spell damage or effects.
A Ward's armor bonus stacks with the Alteration line of 'flesh' spells foi an even stronger
defense. Wards are far more effective against spells, although they tie up a hand and cost more
to maintain.
[ | Fast Healing
Apprentice
30
65
21
Heals the caster 50 points.
Direct healing spells are less efficient than heal-over-time spells, but they're faster, and may be
fast enough to pull you back from the brink of death in a close battle.
| Healing Hands
Apprentice
10/s
22/s
7/s
Heals the target 1 0 points per second, but not undead,
atronachs, or machines.
□
Steadfast Ward
Apprentice
24/s
51/s
17/s |
Increases armor rating by 60 points and negates up to 60
points of spell damage or effects.
n
Turn Lesser
Undead
Apprentice
35
74
24
Undead up to Lv6 flee for 30s.
Targets o single foe.
□
Close Wounds
Adept
46
111
37
Heals the caster 1 00 points.
In
Greater Ward
Adept
32/s
74/s
25/s
Increases armor rating by 80 points and negates up to 80
points of spell damage or effects.
□
Heal Other
Adept
29
71
24
Heats the target 75 points, but not undead, atronachs, or
machines.
n
Repel Lesser
Undead
Adept
42
101
34
All affected undeod up to level 8 flee for 30s.
Affects all undead in the arc of fire.
n
Turn Undead
Adept
62
146
50
Undead up to Lvl 3 flee for 30s.
Targets a single foe.
□
Circle of
Protection
Expert
56
151
50
Undead u p to Lv30 entering the circle will flee.
Creates a warding circle around the location where the spell is cast.
□
Grand Healing
Expert
84
224
75
Heats everyone close to the caster 200 points.
Does not heal Daedra, Automatons, or Undead. But it can heal other eftemles. so use this
carefully.
□
Repel Undeed
Expert
T17
311
105
All affected undead up to Lvl 6 flee for 30s.
Affects all undead in the arc of fire.
□
Turn Greater
Uadead
Expert
m
2315
79
Lfndead uptoLv21 Bee far 3 Os.
Targets a single fae.
□
Bone of the
Undead
Master
293
871
293
Sets undead up ta lv30 on fire and mokes them flee foe 30s.
Reward for College of Winterhold Radiant Quest Restoration Ritual Spe! Affects dll nearby
undeod in o large oreo.
P
Guardian Cirde
Master
212
433
212
Undeod up to Lv35 entering She circle will flee. Coster heals
20 health per second inside it.
Sold by Colette, offer completing College of WinferiicJd Radiant Quest: Rwtojoiion Ritirol Spell.
Creates a warding circle around the locafion where the spell is cast
WEAPONS, ARMOR, AND ITEMS
£►> Table II: General Data
Weapon Base Properties
This section lists the relative speed and stagger chance for each type of weapon, allowing you to choose the one best suited to your needs.
Standard Weapon, Heavy Armor, and Light Armor Progression
This section lists the standard weapon and armor materials in order of increasing value and damage/armor rating.
For each material, the table identifies the level at which it normally begins to appear.
0 You can obtain items earlier than the indicated level in a variety of ways, such as aggressively increasing your Smithing skill, discovering an
exceptional item in a treasure chest, or clearing a dungeon well above your current level.
0 Non-enchanted items show up at lower levels than their enchanted versions. Typically, enchanted items show up —1-5 levels after the stated 'Commonly Available' level.
For each material, the level of the enchantments typically found on it are also listed. This is always a range, corresponding to the 'Enchantment Level' column in the Derived
Enchantments Table. So, for example:
0 Orcish Swords can be found with Ench Level 2-4 enchantments. So you might find an Orcish Sword of Flames (Fire Damage Ench Level 4), but never an Orcish Sword of the
Inferno (Fire Damage Ench Level 6).
0 Dragonscale Boots can be found with level 4-6 enchantments. So you might find a Dragonscale Boots of the Ox (Carry Weight Ench Level 5), but never a Dragonscale Boots of
Lifting (Carry Weight Ench Level 1).
This range does not restrict the kinds of items you can enchant. S o while you're never given a n Orcish Sword of the Inferno, you could enchant a n Orcish Sword with a
comparable fire enchantment if you really wanted to.
d^-
-4
B WEAPON TYPE RELATIVE SPEED STAGGER CHANCE
WEAPON BASE PROPERTIES
Dagger Fastest
None
l$wpfd
Lowest
War Axe
A
jMoce
j
iBottfeaxe
t
1 |
_| Waihommer Slowest
Highest |
B MATERIAL
COMMONLY AVAILABLE
ENCHANTMENT LEVELS
STANDARD HEAVY ARMOR PROGRESSION
j Iron
Lrl
1-3
| Steel
Lvi
1-3
"Dworven
lv 12
2-4
[steel Flore
Lv 18
£
| Orchlr
Lv 25
3-5
j Ebony
Lv 32
3-5
Dragonplote
Lv 40
44
Doedric
Lv 48
44
B MATERIAL
COMMONLY AVAILABLE
ENCHANTMENT LEVELS
STANDARD WEAPON PROGRESSION
Iron
Lv 1
1-3
Steel
Lv 2
1-3
Crash
Lv 6
2-4
□
Dwarven
Lv 12
2-4
FWi
Lv 19
3-5
Gloss
Lv 27
3-5
Z
Ebony
Lv 36
4-6
□
Daedric
Lv 46
4-6
B MATERIAL
COMMONLY AVAILABLE
ENCHANTMENT LEVELS
STANDARD LIGHT ARMOR PROGRESSION
[Hide Lv 1 1-3
Leather Lv 6
1-3
_|Ekt3
Lv 12
2-4
Scaled
Lv 27
2-4
_! Glass
Lv 36
3-5
j Dragonscale
Lv 48
4-6
§
S K Y R I M
THE INVENTORY
muA nmiw fr y ? tiwt is
f*> Table III: Weapons
This section lists all of the weapons in thegame and their properties.
The critical damage of all weapons is always equal to half their base damage, rounded down.
Weapons marked "Uses [Material] enchant list" have the same enchantment levels as an item of the indicated material type.
Enchanted weapons will have a higher value than shown here. The additional value added by the enchantment depends on the type and strength of
the enchantment.
Weapons marked "Leveled" have several different leveled variants; you will always receive the one most appropriate to your level. Higher-level
versions may have better statistics and stronger enchantments than the example listed here.
All weapons with the exception of Unique Weapons (of any type) can be found in a variety of locations throughout the world. Unique Weapons are tracked in the Atlas Chapter
en
DAMAGE
WEIGHT
VALUE
STANDARD ONE-HANDED
WEAPONS
Iron Dagger
4 2 10
~^\ Iron Mace
9 13 35
]] Iron Sword
7 9 25
| | Iron War Axe
8 11 30
]] Steel Dagger
5 2.5 18
Steel Mace
10 14 65
]] Steel Sword
8 10 45
] Steel War Axe
9 12 55
]] Orcish Dagger
6 3 30
]] Orcish Mace
11 15 105
]] Orcish Sword
9 11 75
Orcish War Axe
10 13 90
^ Dwarven Dagger
7 3.5 55
Dwarven Mace
1 12 16 190
] Dwarven Sword
10 12 135
]] Dwarven War Axe
11 14 165
Elven Dagger
8 4 95
Elven Mace
13 17 330
^ Elven Sword
11 13 235
]] Elven War Axe
12 15 280
Glass Dagger
9 4.5 165
] Glass Mace
14 18 575
[] Glass Sword
12 14 410
]] Glass War Axe
13 16 490
] Ebony Dagger
10 5 290
]] Ebony Mace
16 19 1000
]] Ebony Sword
13 15 720
U Ebony War Axe
15 17 865
[] Daedric Dagger
11 6 500
Daedric Mace
16 20 1750
]] Daedric Sword
14 16 1250
Daedric War Axe
15 18 1500
]] Iron Battleaxe
16
20
55
] Iron Greatsword
15
16
50
]] Iron Warhammer
18
24
60
] Steel Battleaxe
18
21
100
H Steel Gre&Tswofd
17
17
90
Steel Warhammer
20
25
110
[] Orcish Battleaxe
19
25
165
]] Orcish Greatsword
18
18
75
[] Orcish Warhammer
21
26
180
^ Dwarven Battleaxe
20
23
300
Dwarven Greatsword
19
19
270
^ Dwarven Warhammer
22
27
325
^ Elven Battleaxe
21 ,
; 24
520
]] Elven Greatsword
20
20
470
Elven Warhammer
23
28
565
^ Glass Battleaxe
22
25
900
]] Glass Greatsword
21
22
820
]] Glass Warhammer
24
29
985
Ebony Battleaxe
23
26
1585
]] Ebony Greatsword
22
22
1440
] Ebony Warhammer
25
30
1725
]] Daedric Battleaxe
25
27
2750
[] Daedric Greatsword
24
23
2500
] Daedric Warhammer
27
31
4000
STANDARD BOWS
]] Long Bow
6
5
30
[] Hunting Bow
Note: Uses Iron enchant list.
7
7
50
[] Orcish Bow
10
9
150
[] Dwarven Bow
12
10
270
Elven Bow
13
12
470
[] Glass Bow
15
14
820
] Ebony Bow
17
16
1440
~^\ Daedric Bow
19
18
2500
unless their enchantment is one of the base ei
ESI NAME
LU
1
2
s ;
CD
CD
U-l
u
ARROWS
J Iron Arrow
8
D
1
]] Steel Arrow
10
0
2
] Orcish Arrow
12
D
3
Dwarven Arrow
14
0
4
] Elven Arrow
16
0
5
]] Glass Arrow
18
0
6
] Ebony Arrow
20
0
7
Daedric Arrow
24
0
8
SKYFORGE WEAPONS
1 1 Skyforge Steel
1 — 1 Battleaxe*
23
23
150
1 1 Skyforge Steel
1 — 1 Dagger*
8
2.5
25
| | Skyforge Steel
1 — 1 Greatsword*
19
17
140
1 1 Skyforge Steel
1 — 1 Sword*
10
10
70
| | Skyforge Steel War
1 — 1 Axe*
14
12
80
*Note: Sold only at Skyforge.
| — | Nord Hero Battle
LI Axe*
18
22
28
^ Nord Hero Bow*
8
12
45
1 1 Nord Hero
1 — 1 Greatsword*
17
18
35
] Nord Hero Sword*
8
12
13
[] Nord Hero War Axe*
9
14
15
] Nord Hero Arrow*
24
0
5
*Note: Con forge of Skyforge offer Glory of the Deod.
ENEMY / FACTION-SPECIFIC
WEAPONS
| | Ancient Nord Battle
L Axe*
18
22
28
Ancient Nord
1 — 1 Greatsword*
17
18
35
| | Ancient Nord Sword*
8
12
13
1 1 Ancient Nord War
1 — 1 Axe*
9
14
15
]] Ancient Nord Bow*
8
12
45
| | Honed Ancient Nord
1 — 1 Battle Axe*
21
25
50
E
NAME
DAMAGE
£
CD
LXJ
1 CU
1
□
Honed Ancient Nord
Greatsword*
20
21
63
□
i Honed Ancient Nord
1 Sword*
11
15
23
□
Honed Ancient Nord
War Axe*
12
16
27
□
Supple Ancient Nord
Bow*
14
18
235
*Note: Uses Iron enchant list.
| Ancient Nord Arrow
10
0
1
Dragon Priest Dagger
6
5
9
Falmer Bow
12
15
135
] Falmer Sword
10
18
67
Falmer War Axe
11 21
82
] Falmer Supple Bow
15
20
410
□
Falmer Arrow
7
0
1
]] Honed Falmer Sword
12
18
205
□
Honed Falmer
War Axe
13
21
245
□
Forsworn Axe
14
14
81
□
Forsworn Bow
8
9
95
□
Forsworn Sword
8
12
5
] Forsworn Arrow
7
0
]
]] Silver Greatsword
17
12
160 1
~^\ Silver Sword
8 '
7
100
]] Imperial Bow*
9
8
90
| | Imperial Sword*
8
10
23
*Note: Uses Iron enchant list.
OTHER WEAPONS & TOOLS
] Blades Sword
11 10
300 :
] Pickaxe
5
10
5
Note: Required to mine ore.
^ Scimitar
11
10
5
| | Woodcutter's Axe
5
10
5
Note: Required to chop wood.
TRANING
WEAPONS, ARMOR, AND ITEMS
THE BESTIARY QUESTS
75
ATLAS OF SKYRIM
APPENDICES AND INDEX
a
NAME
U>J
<_D
WEIGHT
VALUE
ENCHANTMENT
NOTES
STAFFS
]] Forsworn Staff
0
8
183
Flames
|j Grand Staff of Charming
0
8
1393
Calm
]] Grand Staff of Repulsion
0
8
1289
Repel Undead
| Grand Staff of Turning
0
8
1520
Turn Greater Undead
| | Minor Staff of Turning
0
8
556
Turn Lesser Undead
Staff of Banishing
0
8
926
Banish Daedra
Staff of Chain Lightning
0
8
1494
Chain Lightning
| Staff of Calm
0
8
1153
Calm
Staff of Courage
0
8
79
Courage
Staff of Daedric Command
0
8
2307
Command Daedra
Staff of Dread Zombies
0
8
1248
Dread Zombie
Staff of Expulsion
0
8
2092
Expel Daedra
Staff of Fear
0
8
2443
Fear
Staff of Fireballs
0
8
1309
Fireball
Staff of Firebolts
0
8
456
Firebolt
| Staff of Flames
0
8
183
Flames
Staff of Frenzy
D
8
1149
Frenzy
Staff of Frostbite
0
8
198
Frostbite
Staff of Fury
0
8
803
Fury
Staff of Ice Spikes
0
8
511
Ice Spike
Staff of Ice Storms
D
8
1401
Ice Storm
Staff of Inspiration
0
8
317
Rally
Staff of Lightning Bolts
0
8
538
Lightning Bolt
Staff of Magelight
0
8
239
Magelight
Staff of Mending
0
8
613
Heal Other
Staff of Paralysis
0
8
3965
Paralyze
Staff of Reanimation
0
8
949
Reanimate Corpse
Staff of Repulsion
0
8
675
Repel Lesser Undead
Staff of Revenants
0
8
824
Revenant
Staff of Soul Trapping
0
8
986
Soul Trap
Staff of Sparks
0
8
218
Sparks
| Staff of the Familiar
0
8
926
' Conjure Fqpliar
Staff of the Flame Atronach
0
8
727
Conjure Flame Atronach
Staff of the Flame Wall
D
8
1310
Wall of Flames
Staff of tfie Frost Atronach
0
8
1106
Conjure Frost Atronach
Staff of the Frost Wall
D
' 8
1468
Wall of Frost
Staff of the Healing Hand
D
8
198
Healing Hands
Staff of the Storm Atronach
0
8
1656
Conjure Storm Atronach
Staff of the Storm Wall
0
8
1531
Wall of Storms
Staff of Turning
0
8
1036
Turn Undead
Staff of Vanquishment
0
8
1807
Rout
Staff of Zombies
0
8
449
Raise Zombie
UNIQUE WEAPONS
- DUNGEONS
3 Aeglsbone
18
24
135
Frost Damage 5
]] Angi's Bow
7
7
50
□
Bloodthorn
5
2.5
183
Soul Trap
] Bolar's Oathblade
11
10
1014
Damage Stamina 25, Fear
| Borvir's Dagger
3
4
18
] Bow of the Hunt
10
7
434
+20 Damage to Animals
|; Ceremonial Axe
9
14
5
Ceremonial Sword
8
12
5
| Dragon Priest Staff
0
8
1570
Wall of Flames
□ NAME
DAMAGE
WEIGHT
VALUE
ENCHANTMENT
NOTES
Dragon Priest Staff
0
8
mi
Wnil of Storms
]] Drainblood Battleaxe
' 21
Li]
266
Absorb Health 1 5
Drainheart Sword
11
3
73
Absorb Stamina 1 5
| | Drainspell Bow
14
6
458
Absorb Magicka 1 5
1 1 Eduj
11
9
300
Frost Damage 10
] Eye of Melka
0
8
1234
Fireball
~^\ Froki's Bow
6
5
307
Damage Stambw 10
U Gadnor's Staff of Charming
0
8
803
Fury
| | Gauldur Blackblade
8
12
234
Absorb Health
Leveled
] Gauldur Blackbow
14
18
750
Absorb Magicka
Leveled
| Ghostblade
8
1
300
+3 Damage (Ignores Armor)
| Halldir's Staff
0
8
1874
Calm & Soul Trap
Hevnoraak's Staff
0
8
1791
Wall of Storms
]] Lunar Iron Mace
9
13
99
Bonus Fire Damage at Night
Leveled
Lunar Iran Sword
7
9
89
Bonus Fire Damage at Nighi
Leveled
| | Lunar Iron War Axe
8
11 |
94
Bonus Fire Damage at Night
Leveled
| Lunar Steel Mace
10
14
129
Bonus Fire Damage at Night
Leveled
]] Lunar Steel Sword
8
10
69
Bonus Fire Damage at Night
Leveled
] Lunar Steel War Axe
9
12
119
Bonus Fire Damage at Night
Leveled
]] Notched Pickaxe
S
10
303
Fortify Smithing 5, Shock
Donnie 5
Can be used ta
mine ore.
| Okin
12
11
320
Frost Damage 1 0
| | Poacher's Axe
5
10
31
+3 Damage to Animals
] Red Eagle's Bane
11
15
345
Burn Undead, Turn Undead
| | Red Eagle's Fury
8
12
97
Fire Damage 5
] Rundi's Dagger
5
2.5
18
]] Spider Control Rod
LU
8
153
Place Spider Beacon
| Staff of Hag's Wrath
0
8
1310
Wall of Flames
]] Staff of Jyrik Gauldurson
0
8
594
Lightning Bolt
| I Steel Battleaxe of Fiery
1 — 1 Souls
18
21
320
Soul Trap, Fire Damage 10
| | The Langhammer
21
10
90
Faster swings
| | The Pale Blade
8
12
169
Frost Damage, Fear
Leveled
]] The Woodsman's Friend
20
28
] Trollsbane
20
25
121
Fire Damage 1 5 to Trolls
] Windshear
11
10
40
Knockdown on Bash 60%
UNIQUE WEAPONS - QUEST REWARDS
| Blade of Woe
12 1
7
880
Absorb Health 10
| | Chillrend
10
rTj
552
Frost Damage, Paralyze
Leveled
[] Dragonbane
10
10
789
Shock Damage, Bonus
Damage to Dragons
Leveled
Firiniel's End
13
12
785
Frost Damage 20
| | Keening
B
4
13
Absorb Health, Magicka,
Stamina 1 0
]] Nightingale Blade
10
11
426
Absorb Health, Absorb
Stamina
Leveled
] Nightingale Bow
12
9
493
Frost Damage, Shock
Damage |
Leveled
| 1 Shiv
5
2
5
]] Staff of Magnus
0
8
1468
Absorb Magicka, then Health
[] The Rueful Axe
22
10
1183
Damage Stamina 20
]] Valdr's Lucky Dagger
5
2.5
15
25% Critical Hit Chance
| Wuuthrad
25
25
2000
1.2x Damage to Elves
c
V7 i>
The Sider Scrolls V
S I< Y R 1 M
THE INV E NTORY f>y
i'aiod wimi 9Mi wwmmmsim
H NAME
DAMAGE
WEIGHT
VALUE
ENCHANTMENT
NOTES
UNIQUE WEAPONS
- QUEST ITEMS
□
Alessandro's Dagger
5
1
10
□
Amren's Family Sword
7
9
25
□
Batgruuf's Greotsword
17
17
200
□
Blade of Sacrifice
10
4
144
]] Broken Staff
17
10
5
□
Drovin' s flaw
B
7
50
□
Ghorbo^li's Ancestral Axe
3
11
30
□
Gnmsever
12
14
727
Frost Damage 1 5
Headsman's Axe
17
11
15
t
H NAME
DAMAGE
WEIGHT
uu
ii
ENCHANTMENT NOTES
] Hjalti's Sward
8 12
13
J Kahvozein's Fang
6 5
9
]] Nettlehane
6 10
5
_J Queen Freydis's Sword
8 10
45
]] Rusty Mace
7 13
5
| Shagrol's Warhommer
21 26
200
] Staff of Arcane Authority
0 8
2443
Fear
| Staff of Tandil
0 8
2530
Mass Calm
| | Steel Swaid
8 10
23
{*> Table IV: Armor
This section lists all of the armor, robes, and other clothing available to you, and their properties.
Armor and Clothing marked "Uses [Material] enchant list" has the same enchantment levels as an item of the indicated material type.
Circlets, Rings, and Necklaces may appear with armor enchantments of any level.
Enchanted armor will have a higher value than shown here. The additional value added by the enchantment depends on the type and strength of the
enchantment.
Armor and Clothing marked "Leveled" has several different leveled variants; you will always receive the one most appropriate to your level. Higher-level versions may have better
statistics and stronger enchantments than the example listed here.
All shields are listed as being 'Heavy Armor'. However, they don't count as Heavy Armor for the purposes of skills or perks. For example:
0 Your Heavy Armor skill doesn't make you any better with a shield.
0 If you have perks that only work if you're wearing a full set of light armor or no armor, holding a shield doesn't count against you.
Clothing often comes in a variety of appearances that aren't distinguished by name (there are at least a half-dozen 'boots', for example). So a representative item from each set has
been listed here. Be aware that an item's appearance and properties may vary slightly between instances of these items.
All Armor and Clothing, with the exception of Unique Armor (of any type) can be found in a variety of locations throughout the world. Unique Armor and Outfits are tracked in the Atlas
Chapter (page 414) and Appendices of this guide.
& 4
H NAME
OS
o
Ch£
<_0
uj
=1:
!zE>
r
U^J
STANDARD HEAVY ARMOR SETS
]] Iran Armor
25
30
125
Heavy
[] Iron Boots
10
6
25
Heavy
]] Iron Gauntlets
10
5
25
Heavy
~^\ Iron Helmet
15
5
60
Heavy
U Iron Shield
20
12
60
Heavy
] Steel Armor
31
35
275
Heavy
| Steel Cuffed Boots
12
8
55
Heavy
~^\ Steel Shin Boots
12
8
55
Heavy
Steel Nordic Gauntlets
12
4
55
Heavy
| Steel Imperial Gauntlets
12
4
55
Heavy
| Steel Helmet
17
5
125
Heavy
] Steel Horned Helmet
17
5
125
Heavy
Steel Shield
24
12
150
Heavy
Dworvea Armor
34
45
400
Heavy
Dwarven Boots
13
10
85
Heavy
Dwarven Gauntlets
13
8
85
Heavy
~] Dwarven Helmet
18
12
200
Heavy
J Dwarven Shield
26
12
225
Heavy
]] Steel Plate Armor
40
38
625
Hecvy
] Steel Plate Boots
14
9
125
Heavy
Steel flaTe Gaunltefs 14
Sieel Flore Heknet 19
Steel Plate Shield 28
Orcish Armor 40
Orcish Boots 1 5
Orcish Gauntlets 1 5
Orcish Helmet 20
Orcish Shield 30
Ebony Armor 43
Ebony Boots 1 6
Ebony Gauntlets 16
Ebony Helmet 21
Ebony Shield 32
Dragonplate Armor 46
Dragonplate Boots 1 7
Dragonplate Gauntlets 1 7
Dragonplate Helmet 22
Dragonplote Shield 34
Daedric Armor 49
Dnedrk Boots 18
Daedric Gauntlets 18
6
6
14
35
7
7
8
14
38
7
1
10
14
40
8
8
8
15
50
10
6
125
300
325
1000
200
200
500
500
1500
275
275
750
750
2125
425
425
1050
1050
3200
625
625
Hetwy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
Heavy
] Daedric Helmet
~^\ Daedric Shield
1600 Heavy
1600 Heavy
STANDARD LIGHT ARMOR SETS
; Hide Armor
20
5
50
Light
| [ Hide Boots
5
| '
Light
]] Hide Bracers
5
1
10
light
|i Hide Helmet
10
2
25
Light
| | Hide Shield
15
4
25
Light
| Leather Armor
26
6
125
Light
Leather Boots
7
2
25
Light
]] Leather Bracers
7
2
25
Light
~^\ Leather Helmet
! 12
2
60
Light
| Elven Armor
29
4
225
Light
| | Elven Boots
pr
1
45
Light
| Elven Gauntlets
8
1
45
Light
Elven Helmet
13
1
no
Light
| | Elven Shield
21
4
115
Light
]] Serried Armor
32
6
350
Light
] Scaled Horn Armor
32
6
350
Light
| Scaled Boots
9
2
70
Light
]] Scaled Bracers
9
2
70
Light
THE INVENTORY
WEAPONS, ARMOR, AND ITEMS
[\V
71
TRANING
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
Scaled Helmet
2 Glass Armor
□ Glass Boots
2 Glass Gauntlets
□ Glass Helmet
| Glass Shield
2 Dragonscale Armor
2 Dragonscale Boots
| | Dragonscale Gauntlets 12 3 300 Light
2 Dragonscale Helmet 17 4 750 Light
| Dragonscale Shield 29 6 750 Light
STANDARD ARMOR PIECES
These pieces are not part of a complete set, but use enchantments from
the standard list.
14 2 175 Light
38 7 900 Light
11 2 190 Light
11 2 190 Light
16 2 450 Light
27 6 450 Light
41 10 1500 Light
12 3 300 Light
2 Banded Iron Armor
Note: Uses Iron enchant list.
2 Banded Iron Shield
Note: Uses Iron enchant list.
□ Studded Armor
Note: Uses Leather enchant list.
28 35 200 Heavy
22 12 100 Heavy
Light
H NAME
o
0K
cd
yj
s
1
u-r
o_
£
2 Markarth Guard's Helmet
11
2
35
Light
| | Markarth Guard's Shield
17
3
40
Heavy
2 Pale Guard's Armor
23
6
75
Light
| | Pale Guard's Helmet
11
2
35
Light
2 Pale Guard's Shield
17
3
40
Heavy
2 Riften Guard's Armor
23
6
75
Light
| | Riften Guard's Helmet
11
2
35
Light
| | Riften Guard's Shield
17
3
40
Heavy
2 Solitude Guard's Armor
23
6
75
Light
2 Solitude Guard's Helmet
11
7
35
Light
2 Solitude Guard's Shield
17
3
40
Heavy
2 Whiterun Guard's Armor
23
6
75
Light
2 Whiterun Guard's Helmet
11
2
35
Light
2 Whiterun Guard's Shield
17
3
40
Heavy
2 Windhelm Guard's Shield
17
3
40
Heavy
2 Winterhold Guard's Armor
1 1 Winterhold Guard's
1 — 1 Helmet
23
11
6
2
75
35
Light
Light
2 Winterhold Guard's Shield
17
3
40
Heavy
ENEMY / FACTION-SPECIFIC ARMOR
j tiven unaea Armor
Note: Uses Glass enchant list.
q jdu ugnr
| | Ancient Nord Armor 25 28
1 25 Heavy
SOLDIER AND GUARD ARMOR
J Ancient Nord Boots
10
5
25
Heavy
2 Imperial Light Armor*
23
6
75
Light
2 Ancient Nord Gauntlets
10
4
25
Heavy
2 Imperial Light Boots*
6
2
15
Light
2 Ancient Nord Helmet
15
4
60
Heavy
2 Imperial Light Bracers*
6
1
15
Light
2 Blades Armor
44
45
400
Heavy
2 Imperial Light Helmet*
11
2
35
Light
2 Blades Boots
13
10
85
Heavy
2 Imperial Light Shield*
19
4
40
Light
2 Blades Gauntlets
13
8
85
Heavy
Studded Imperial Armor*
23
6
125
Light
| | Blades Helmet
18
12
200
Heavy
*Note: Uses Leather enchant list.
| | Blades Shield
26
12
225
Heavy
2 Imperial Armor*
25
35
100
Heavy
2 Falmer Armor
31
20
275
Heavy
2 Imperial Boots*
10
8
20
Heavy
| | Falmer Boots
12
4
55
Heavy
2 Imperial Bracers*
10
4
15
Heavy
2 Falmer Gauntlets
12
4
55
Heavy
2 Imperial Helmet*
15
5
50
Heavy
2 Falmer Helmet
10
5
25
Heavy
*Note: Uses Steel enchant list.
| Imperial Helmet 18
2 Imperial Officer's Helmet 17
| | Imperial Shield 20
2 Stormdoak Cuirass 21
| Stormdoak Helmet 10
5
4
12
30
30
50
25
12
Heavy
Heavy
Heavy
Light
Light
| | Fur Boots
5
2
5
Light
2 Fur Gauntlets
5
2
5
Light
2 Stormdoak Officer Armor
27
0
35
Light
2 Stormdoak Officer Boots
7
2
i
Light
2 Stormdoak Officer Bracers
7
2
7
Light
2 Stormdoak Officer Helmet
12
2
15
Light
2 Eastmarch Guard Helmet
12
2
12
Light
2 Falkreath Guard's Armor
23
6
75
Light
2 Falkreath Guard's Helmet
11
2
35
Light
2 Falkreath Guard's Shield
17
3
40
Heavy
2 Hjoalmwch Guard's Armac
23
6
75
Light
1 1 Hjaalmarch Guard's
1 — 1 Helmet
11
2
35
Light
2 Hjaalmarch Guard's Shield
17
3
40
Heavy
2 Markarth Guard's Armor
23
6
75
Light
AY
The Bl
derScroi
Is V
£H Falmer Shield 28 15
2 Forsworn Armor 26 6
2 Forsworn Boots 7 2
2 Forsworn Gauntlets 7 2
2 Forsworn Headdress 1 2 2
2 Fur Armor 23 6
2 Fur Bracers 6 1
□ Fur Helmet 11
2 Fur Shoes h
□ Penitus Oculatus Armor 23
2 Penitus Oculatus Boots 6
| Penitus Oculatus Bracers 6
□ Penitus Oculatus Helmet 1 1
| | Thalmor Boats 5
2 Thalmor Gloves 5
2 Thalmor Hood 5
□ Thalmor Robes* 0
| | Hooded Thalmor Robes* 20
*Note: Destruction spells cost 1 2% less to cast.
2 Elven Light Armor 26 4
10
100
20
20
50
50
10
23
4
75
15
15
35
10
10
10
410
410
125
Heavy
Light
Light
Light
Light
Light
Light
Light
Light
Light
Light
Light
Light
Light
S K Y R 1 M
£
Q NAME
o
0£
-<
CD
TrAJ
LU
HE
&
2 Elven Light Boots
7
[?
25
Light
2 Elven Light Gauntlets
7
J
25
Light
2 Elven Light Helmet
12
1
60
Light
22 Wolf Armor
31
20
55
Heavy
2 Wolf Boots
12
4
11
Heavy
22 Wolf Gauntlets
12
4
11
Heavy
22 Wolf Helmet
17
4
125
Heavy
2 Vaermina Robes
8
5
10
STANDARD ROBES & HOODS
Some robes come in several visual styles that do not affect their
or other properties.
names
2 Black Robes
O
)
5
2 Blue Robes
0
1
5
2 College Robes
0
1
10
22 Hooded Black Robes
0
t
5
2 Hooded Blue Robes
0
t
5
2 Mantled College Robes
0
1
5
2 Black Mage Robes*
0
1
153
| | Hooded Black Mage
1 — 1 Robes*
0
1
55
2 Necromancer Robes*
O I
55
| | Hooded Necromancer
1 — > Robes*
O i
55
*Note: +50% Magicka Regen.
2 Robes
0
1
5
Note: Uses Warlock Robes enchant list.
2 Novice Robes
0
1
153
Note: +50% Magicka Regen; additionally u
list.
ses College Robes enchant
2 Apprentice Robes
0
1
539
Note: +75% Magicka Regen; additionally uses College Robes enchant
list.
| Adept Robes
0
1
977
Note: +100% Magicka Regen; additionally uses College Robes enchant
list.
2 Expert Robes
0
1
1517
Note: +125% Magicka Regen; additionally uses College Robes enchant
list.
2 Master Robes
0
1
2298
Note: +150% Magicka Regen; additionally
list.
uses College Robes enchant
2 Novice Hood
0
T
305
Note: +30 Magicka
2 Apprentice Hood
0
1
415
Note: +40 Magicka
2 Adept Hood
(1
1
528
Note: +50 Magicka
JEWELRY
- CIRCLETS
2 | Copper and Onyx Circlet
0
7
50
| | Copper and Moonstone
1 — 1 Circlet
0
1
100
2 Copper and Ruby Circlet
0
2
150
| | Copper and Sapphire
1 — 1 Circlet
0
2
200
| | Silver and Moonstone
1 — ' Circlet
a
2
250
Jade and Sapphire Circlet
0
2
300
2 Jade and Emerald Circlet
0
2
350
| Silver and Sapphire Circlet
0
2
400
2 Gold and Ruby Circlet
0
2
450
78
THE INVENTORY
D
NAME
ARMOR
WEIGHT
VALUE
TYPE
J Gold and Emerald Circlet
0
2
500
JEWELRY - RINGS
□
Silver Ring
0
0.25
30
GoW Ring
0
0.25
75
□
Silver Garnet Ring
0
0.25
160
□
Silver Amethyst Ring
0
0.25
100
□
Silver Ruby Ring
0
0.25
260
Q NAME
ae
O
==
DC
■c
WEIGHT
VALUE
Ll_l
D_
[J Gold Sapphire Ring
0
0.25 500
Gold Emerald Ring
0
0.25 700
3 Gold Dromond Ring
0
0.25 200
JEWELRY ■ NECKLACES & AMULETS
]] Silver Necklace
'• 1
0+5 60
Gold NeckJate
0
0,5 120
Silver Jeweled Necklace
1®
0,5 380
Q NAME
ARMOR
WEIGHT
VALUE
TYPE
“
Gold Jeweled Necklace
0
0.5
485
Gold Ruby Metkloce
0
i 0-5
5 SC
Silver Sapphire Necklace
0
0.5
580
Silver Emerald Necklace
1
LM
030
Gold Diamond Necklace
0
0.5
1200
Ancient Nord Amulet
0
1 00
JEWELRY - DIVINES AMULETS
Amulet of Akatosh
0
1 1
89
+25% MtNjicko Regan
Amulet of Arkoy
0
1
114
+10 Health
Amulet of Dibeila
0
' 1
118
+1 5 Speechcraft
Amulet of Julionos
0
IN
108
+10 Magicka
Amulet of Kynarelh
0
i 1
96
+10 Stamina
Amulet of Mora
0
1
316
Restoration spells cost 1 0% less to cost.
Amulet erf Stendorr
0
! 1
196
Shields block 10% more damage.
=
Amulet of Talas
1
25
Time between Shouts reduced by 20%.
Amulet of Zenithal
0
1
511
Prices are 10% better.
UNIQUE ARMOR - DUNGEON REWARDS
□
Ancient Helmet of the
Unburned
15
4
841
Heavy
Resist Fire 40%
Diadem of the Savant
7
4
1201
Light
All spells cost 5% less to cast.
Fjola's Wedding Bond
0
0.3
150
Gloves of the Pugilist
5
2
194
Light
+10 Unarmed damage
Helm of Yngol
21
8
565
Heavy
Resist Frost 30%
Ironhond Gauntlets
’ 12
4
444
Heavy
Improve Two-Handed 1 5%
□
Kyne's Token
0
1
325
Improve Archery 5%, Damage from Animals
-10%
Movorth's Boots
5
1
792
Light
Improve Sneaking 15
Predator's Groce
5
1
117
Light
Muffle, Stamina Regenerates Faster
Targe of the Blooded
20
8
300
Heavy
Bashes^do 3 Bleeding Damage / 5s,
UNIQUE ARMOR - DRAGON PRIEST MASKS
□
Hevnoraak
23
9
091
Heavy
+40 Heavy Armor
□
Konohrik
24
7
3200
Heavy
Heal wearer and damage enemies when health
is low. Chance to summon a Dragon Priest.
Krosis
21
5
1615
Light
Improve Lockpicking 20%, Archery 20%,
Alchemy 20%
Morokei
5
4
637
Light
+100% Magicka Regen
Nahkriin
23
9
2173
Heavy
+50 Magicka; Improve Destruction 20%,
Restoration 20%
Otar
23
9
1521
Heavy
Resist Fire 30%, Resist Frost 30%, Resist
Shock 30%
J Rahgot
23 ’
9
962
Heavy
+70 Stamina
| Vokun
23
9
2182
Heavy
Improve Conjuration 20%, Illusion 20%,
Alteration 20%
Valsing
23
9
4611
Ugh!
+20 Carry Weight, Improve Prices 20%,
Waterbreathing
~~| Wooden Musk
2
2
40
Light
Timeshift the Labyrinthian Sanctuary
UNIQUE ARMOR - QUEST REWARDS
] Amulet of Articulation
2
1
1067
Light
Improve Speech, Persuade chocks always
succeed
Nate: Leveled
1 j Ancient Shrouded
1 — 1 Armor
33
S
617
Light
Resist Poison 100%
| I Ancient Shrouded
! — 1 Goats
12
G.5
355
Light
Muffle
.
1
WEIGH!
VALUE
aj
ENCHANTMENT
C
Ancient Shrouded Cowl
15
1
1199
light
Improve Archery 35%
□
Ancient Shrouded
Gloves
12
1
175
Light
Double One-Handed sneak attack damage
Aichmoge's Rates
0
1
2409
All spells cost 15% less to cast
Armor of the Old Gods
24
3
Oil
Light
Destruction spells cost 1 5% less to cost
Asgerr's Wedding Band
0
0.3
100
Boots
0
y
003
Resist Shock 40%
Boots of the Old Gads
7
1.5
1104
Light
Improve Sneak 20%
Cicero's Boats
T
0.5
355
Muffle
Cicero's Clothes
0
1
1946
Improve One-Handed 20%, Improve Prices 20%
Cicero's Gloves
0
0i
e
DouNe One-Handed sued; attack damage |
Cicero's Hot
0
0.5
21 58
Improve Sneok 35%
□
Gaulcfur Amulet
Fragment (FnfgunM
0
0.5
814
+30 Health
. — . Guuldur Armjl«t
1 Fragment fGeirmund '5 0 0.5 753 +30 Stamina
Hof)
□
Gauldur Amulet
1 Fragment (SaarM
0
0.5
795
+30 Magkko
□
1 Gatintfels of the Old
! Gods
3
0.5
592
light
Improve Archery 20%
Guild Master’s Armor
38
10
' 1779
Light
+50 Carry Weight
Guid Master's Boots
11
2
649
Light
Improve Pickpocket 35%
Guild Master's Gloves
i_LU
J_
599
Light
Improve Lodtpkk 35%
Guild Master's Hoad
m
3
1252
Light
Improve Speech 20%
Helm of Winlerhold
17
5
125
Heavy
t
Helmet of the Old
Gods
12
1
345
Light
+30 Magicka
Jester's Boots
0
1
305
Muffle
Jesters Oolhes
0
1
1163
Improve One-Handed 1 2%, Improve Prices 1 2%
jester's Gloves
0
0,5
125
Double Qne-Honded sneok attack damage
Jester's Hat
0
0.5
1806
Improve Sneok 30%
Jeweled Amulet
D
0.5
10(H)
Unwe's Armor
31
8
36 B
light
+1 5 Stamina
Umve's Boots
Jlj
2
837
Light
Improve Sneok 15%
linwes Gloves
11
2
483
light
Improve OneJtnnded 1 5%
Unwe's Hood
Ti
T -
563
Light
Improve Archery 15%
Moge's Orels!
0
2
509
Improve Magicka
Note: Leveled
J Main's Ring
0 0.3 434 Improve Alchemy 15%
Note: Bonus reword for Dark Brotherhood Quest Sentenced to Death.
j Necromancer Amulet
0
0.5
2435
+50 Mogicka, Improve Conjuration 25%, -75%'
Health and Stamina Regen
□
Nightingale Armor"
34
12
124?
Light
+ Stomino, Resist Frost
u
Nightingale Boots*
10
2
295
Light
Muffle
□
Nightingale Gloves'
10
2
819
Light
Improve Lockpick, Improve One-Handed
«[
-«L
WEAPONS, ARMOR, MO ITEMS
» THE INVENTORY
THE BESTiARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
] Worn Shrouded Cowl 8 2 SO Light
_ Woin Shrouded Gloves 4 2 50 lighr Bockstub does double domoge
UNIQUE ARMOR - QUEST ITEMS
i 1 Andurs' Amulet of
l — ! Arkoy
0
1
294
+10 Health
r
Cokelmo's Ring
: 0
0.3
20
Charmed HwkNace
0
0,5
790
+25 Carry Weight
Cursed Ring of Hircine
0
0,3
50
Random werewolf transformations.
Note: No effett except on werewolves
Enchanted Ring
0
0,3
207
+20 Health
Execution Hood
0
0.S
5
fjotli's Silver Locket
0
0.5
30
Focusing Gloves
0
0
0
HroMt's Shield
24
12
60
Heavy
feTei's Ring
0
0,3
40
Jogged Crown
23
?
5000
Heavy
Leather Hood
0
1
10
—
Modest's Silver Ring
0
0,3
10
Mo-on Amufet
0
0.S
250
Hester's Helmet
I if
2
35
Light
□
□
Ogmund's Amulet
1 of Tains
0
1
25
Time between Shouts reduced by 20%
Pony Boots
0
0
25
J Forty Qothes
0
1
25
j | Rairek's Inscribed
! — J Amulet of Jobs
0
1
205
lime between Shouts reduced by 20%
J Reyda's Necklace
0
0.5
30
J Ring of Pure Mixtures
0
0,3
33?
Improve Alchemy 12%
□
I Roggi’s Ancestral
1 Shield
20
12
60
Heavy
~2 Soorthol Amulet
: 0
0.8
184
Spells cost 3% less to cast.
p
Shohvee’s Amulet of
1 Zencfhor
0
1
691
Improve Prices 10%
Strange Amufet
0
0
1000
The Forgemastef p s
Firsts
10
5
394
Heavy
Improve Smithing 15%
□
Viola's Gold Ring
0
0,3
75
[ ] Yisro's Necklace
0
0.5
50
a
NAME
s
CJD
=>
LJ— 1
a-
e=
CLOTHES -
STANDARD OUTFITS
Common clothes worn by people throughout Skyrim. Most outfits have
several visual styles, but similar or identical names.
Arm Bandages
1 0
0.5
1
Belted Tunic
0
1
2
| Blacksmith's Apron
0
>
8
Boots
0
1
3
Brown Robes
0
1
5
| Child's Qothes
pT]
1
4
Clothes
, 0
| College Boots
3
0
0
Light
[ Cowl
0
1
I
Cuffed Boots
tit
1
25
Embellished Robes
2
3^
100
Embroidered Garment
0
1
100
n
NAME
ARMOR
WEIGHT
VALUE
MJ
a_
£
Fine Armguards
0.5
25
light
Fine Boots
0
0
20
Fine Galties
0
50
_
Fine Hot
0
0.5
25
Fine Roiment
0
1
'm
Footwrops
0
1
1
Fur-lined Boots
0
1 1
^ 25 1
For-Trimmed (look
0
1
m
Gilded Wristguards
; 7
0.5
2]
Light
”
Gloves
0
0,5
l
Green Robes
0
1
nn
Grey Robes
0
1
5
Honrnwrfell Garb
0
1
pn
Hat
0
0,5
i
Head bandages
5
0
0
Hooded Brown Robes 0 1 5
Hooded Green Robes D 1 5
Hooded Grey Robes G I 5
Hooded Monk Robes 0 I 5
Hooded Necromancer Rohes
0
1
5
Headed Red Robes
0
1
5
Mage Hood
0
1
; 1
Med College Robes
°
5
—
Miner's Clothes
0
1
2
Monk Robes
0
1
5
_
Necromancer Robes
0
1
5
Noble Clothes
2
. 3
100
Pleated Shoes
0
1
25
Radiant Raiment Fine Clothes
0
1
55
Ragged Boots
0
1
1
BO
:r.e V
skyrTm
THE INVENTORY
fttiAfA UtTO m\; rm;
HVHil
El NAME
[ | Sagged Cap
Ragged Robes
] Ragged Trousers
j. Red Rubes
Redguord Bools
Refined Me
] Roughspan Tunic
1 Shoes
] Chef's Tunic
B
NAME
ARMOR
WEIGHT
VALUE
LU
□
Chef’s Hot
0
0.5
1 '
□
Mourner's Hat
0
0.5
!
□
Mourner's Clothes
0
1
2
□
Alik'f Hoad
0
0,5
2
QUEST / UNIQUE OUTFITS
Unique outfits warn by important charoctere or during special events.
Emperor's Rohes
D
1
too
□
Mythic Down Boots
E
H
15
I]
Mythic Dawn Gloves
0
i
25
□
Mythic Down Robes
0
2
>1
Mythic Down Robes
Ulfric's Clothes
Ulhic's Bouts
Ulfric's Bracers
Wedding Dress
Wedding Sandals
Wedding Wreath
General Julius' Aro
G 2 2S
G Jl 100
0 1 1 2$ [
5 Q.5 ! 2S Light
G 1 50
1
20
0 ! & 5 10
31 IB 65 Heavy
CRAFTING: ALCHEMY
£> Table V: Ingredients
This table lists all the available ingredients and their properties (weight, value, effects) . In addition, three sample locations are shown where the
ingredients can be found (usually in abundance, although this varies as some ingredients are only encountered as a single item rather than in clusters).
Ahecean Langfin 0,5
| j Bear Claws
j. Weakness
to Frost
2 Restore
Slammo
Fortify Sneak
Fortify Health
Weakness to Fortify
Poison Restoration
Fortify Dcmcge
One-handed Magkka Regen
[9.00J Siften 17.00] Windhelm
(Ronbde) _ (Docks)
[9 .33] 10.05] Moss
FaUcnvstone Cove Mother Cavern
Pine Forest
Exterior (hunt the
onHnol}
Caleb these fish randomly in lakes, rivers, end ihe ocean.
Found on bear corpses. Check the Atlas for locations that
have bears or predators.
1 i
| | Bee
OJ
3
Restore
Stommo
Ravage
Stamina
Regenerate
Stamina
Weakness to
Shock
[9.10]
Honeystrand
Cave
[9.29]
GoEdenglow
Esiote
H
Commonly found near beehives, which are plentiful here.
: Beehive Husk
1
5
Resist
Poison
Fortify Light
Armor
Fortify Sneak
Fortify
Destruclion
[9J0]
Honeystraad
Cave
{9,29]
Guldengiow
Estate
H
Commonlyfound near beehives, which are plentiful here.
| j Bleeding Crown
0.3
10
Weakness
la Fire *
Fortify Block
Weakness to
Poison
Resist Magic
[1J0] Pinemoan
Cove (15)
[2.02] Chillwind
Depths (34)
[9.043
Geirmund’s Hall
(34)
Plentiful in these coves.
’ Blisterwort
0.2
12
Damege
Stamina
Frenzy
Restore Health
Fortify Smithing
[2.02] ChiHwind
Depths {59)
[8,21] Halldir's
Cairn (9)
19.343 Inst
Prospect Mine
(9)
Plentiful in these coves.
| — \ Blue Butterfly
LJ Wing
OJ
2
Damage
Stamina
Fortify
Conjuration
Domage
Mogicka
Regen
Fortify
Enchanting
' [7,00] Windheln !
(Wuunferth’s
Quarters)
[8 JO] Evergreen
Grave
Pine Forest
Exterior
Catch butterflies from midair to pluck their wings.
' ! Blue Dartwing
0.1
1
Resist
Shock
Fortify
Pickpocket
Restore Health
Fear
[6.01] Lund's
Hut (3)
m
Steam crag Camp
Any wilderness.
These blue dragonflies are common in the wilderness,
especially around shallow ponds.
| Blue Mountortn
1 — Flower
OJ
2
Restore
Health
Fortify
Conjuration
Fortify Health
Damage
Mogicka Regen
1 [LOO] Solitude
{?)
[9.00] Rte
(7)
Any wilderness.
Plentiful around these Capitals,
1 Bone Meal
0,5
5
Damage
Stamina
Resist fire
Fortify
Conjuration
Ravage
Stamina
[8.18] Bleak
Falls Barrow
[5.42] Vahhume
(4)
Any Drougr
Dungeon
Found on Skeletons and Oroogr. Check the Adas far
references to this creature.
| | Brio* Heart
0.5
20
Restore
Mogicka
Fortify Block
Paralysis
Fortify Mogicka
[5.44] Lost
Valley Redoubt
[5.26] Red Eagle
Redoubt
[5.18] token
lower Redoubt
Found on Forsworn Briar-Hearts, the leaders of most
Forsworn Redoubts. Check the Atlas for locations.
| j Butterfly Wing
OJ
3
Restore
Health
Fortify Barter
Lingering
Domage
Stamina
Damage
Mogicka
[3.06]
Nightcier
Temple (4)
{1 20]
Shodowgreen
Cavern
Pine forest
Exterior
Catch butterflies from midair to pluck their wings.
"1 Cons Root
OJ
5
Damage
Stamina
Fortify
One-handed
Fortify
! Marksman
Paralysis
’ [2.08] Swamp
ground southeast
of Folgunlhur (9)
[2.IQ Summoning
Stones {dose
MM.
[2,00] Mortfial
(5)
Usually grows in frozen coast or marshland.
| i Charred Skeever
LJ Hide
0.5
1
Restore
Stamina
Cure Disease
Resist Poison
Restore Health
[3.10] Fait
Dunstod (2)
[6.08] Sleeping
Tree Comp (2)
[3.07] Red Rood
Puss (2)
Usually roasting on bonfires. This cannot be cooked.
TRAM
C
THE INVENTORY
WEAPONS, ARMOR, AND ITEMS CRAFTING: ALCHEMY
THE BESTIARY
3 $>
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
H
INGREDIENT
NAME
WEIGHT
VALUE
EFFECT 1
EFFECT 2
EFFECT 3
EFFECT A
LOCATION A
(AMOUNT IF
APPLICABLE]
LOCATION B
[AMOUNT IF
APPLICABLE)
LOCATION C
(AMOUNT IF
APPLICABLE)
NOTES
H Chouruts Eggs
0*2
10
Weakness
lo Poison
Fortify Stamina
Damage
Magicka
Invisibility
[4,04] Frosfffaw
Lighthouse
(Abyss) (200+)
[2.02] Chiltmnd
Depths (150+)
[9,23] lolvaid's
Cave (300+)
Found on this enemy, as well as across these Caves.
□
Chicken's Egg
0,5
2
Resist
Magic
Damage
Magicka
n _
ReyeFt
Woterbreathing
fingering
Damage
Stamina
[5.203 Salvias
Farm (33
[7.15] Miiwoter
Mill (3)
[8.31] Half-Moon
Mill (2)
Usually found in Chicken Nests.
□
Creep Clusler
0.2
1
Restore
Mogicka
Damage
Stamina
Regen
Fortify Carry
Weight
Weakness to
Magic
[7.20)
Bcnestrewn
Crest (7)
[7.05]
Kynesgrove (dose
by) (6)
[7,17] Cranvangr
Cove (6)
Mainly found in Eestmarch Hold,
J Crrmson Hknroot
0,2
to
Damage
Health
Damage
Stamina
Imfcfeitty
Resist Magic
[10.02J
Blackreach [44]
H
H
Only found in Biackfeach, See Bleckreach map for more
information.
□
Cyrodific
Spedetarl
0,25
15
Damage
Stamina
Fortify
Restoration
Fear
Ravage Health
(9. DO] Rrften
(Plankside)
[7.00] Wittdhelm
(Docks)
H
Catch these fish randomly in lakes, rivers, and the ocean.
□
Dasdm Heart
0.5
250
Restore
Health
Damage
Stamina
Regen
Damage
Magicka
Fear
[3.06]
Nightcaller
Temple (2)
Daedric Quests:
The Black Star or
Pieces of the Past
College af
Winterhold
Radiant Quest:
The Atronach
Forge
Found on Dremara. Cannot be obtained from summoned
Dremora. Check the Atlas for references to this creature.
nr
□ Deaitibell
0.1
4
Damage
Health
Ravage
Stamina
Slow
Weakness tn
Poison
' 12.23]
Labyrintfiian
(Shalidar’s
Maze) (5)
[2.08]
Folgunthur (5+)
[1,00] Solitude
(inside Bards"
College) (5)
: Usually grows in frozen coast or marshland.
□
Dragon's Tongue
0,1
5
Resist Fire
Fortify Sorter
Fortify Illusion
Fortify
TwoFcmded
[7.20]
floriestrewn Crest
(15+)
[7*051
Kynesgrove (7)
FM«nLm A plant that looks like a dragon's tongue, not actually
Sanctuary (5+) ton 9 ue 0 ^ ra 9 an - Usually ^ oun ^ in Lastmarch.
□
Dwarven Gil
0.25
15
Weakness
to Magic
Fortify Illusion
Regenerate
Magicka
Restore
Magicka
12.18]
Mzinchnleft (A)
[3.31]
[rkngfhand (2)
[4.131 Alftand
Cl)
Found on many Dwarven Automatons. Otherwise,
very rare.
□
Ectoplasm
0.1
25
Restore
Mogicka
Fortify
Destruction
Fortify Magicka
Damage Health
[6.09]
flomwig's Fast
[4,00] College of
WinterhoJd (53
[4.02] Vrtgvild
Found on Ghosts. Check the Artos for references to this
creature.
□
Eltfes Ear
0,1
to
Restore
Mogicka
Fortify
Marksman
Weakness to
Frost
Resist Fire
11.00] Riffen
(Bee and Barb)
(7)
[6,00] Whiterun
(Dragonsreach)
(9)
[9.35]
Black-Briar Lodge
. jj _ J
1 Dried Elves Ear can be found in most dwellings.
1
a
Eye of Sabre Cat
0,1
2
Restore
Stamina
Ravage Health
Damage
Magicka
Restore Health
[5.29] Korthspire
Camp (2)
Pine Forest
Exterior (hunt the
animal)
Snowy mountains
(hunt the animat)
Found an Sabre Cats, regardless af pelt type. Check the
Atlas far references to this creature.
r
Pointer For
0,2
to
Damage
Heafth
Frenzy
Resist Poison
Fortify
Lockpickmg
14.13] Alftnn d
(7)
(4.00] College of
Winteihold (3+)
Any Dwarven
Dungeon.
Found on Falmer. Check the Atlas for references to this
creature.
Fire Salts
0,25
50
Weakness
ta Frost
feist Fire
Restore
Magicka
Regenerate
Mogicka
[8,02]
Werstane
Gorge (3)
[3.063
NightcnUer
Temple (3)
[4.2()f Septimus
Signus 1 Outpost
Found an Flame Atronachs, but cannot be obtained from
summoned Atranachs. Check the Atlas for references to
this creature.
□
Fly Amanita
m
2
Resist Fire
Fortify
Two-handed
Frenzy
Regenerate
Stamina
(1.101 finemoon
Cave (60+)
[9,043
Geimumd's Hall
(40+)
(2.021 mm
Depths (30+)
Plentiful in these coves.
n
Frost iVlirrlam
0.1
1
Resist Frost
Fortify Sneak
'
Ravuge
Mogickfl
Damage
Stamina Regee
[9.35]
fM-ta Lodge
(5)
[9.00] fflften
(Temple af Mam)
(4)
[5.001 Markarth
(VindreJi Hall)
(3)
Many buildings in Riften contain Dried Frost Mirriam.
h
Frost Softs
0.25
100
Weakness
to Fire
Resist Frost
Restore
Magicka
Fortify
Conjuration
19.00] Rrften
(Mistveil Keep
and Honeysrde)
(5)
[4.00] College of
Winterhold (4+)
[5.09]
Harmugstahl
1 Found on Frost Atronachs, but cannot be obtained from
summoned Atronachs. Check the Atlas for references to
! this creature.
□
Garfit
0.25
1
Poison FclSt T SfDminD
Regenerate
Magicka
Regenerate
Health
[1243
East Empire
Warehouse (9)
[1.00J Solitude
(VirrofiD Ms
House. (8)
[3.10] Fort
Dunstad (7)
Usually found in many dwellings.
□
Giant lichen
0.25
5
Weakness
to Shock
Ravage Health
Weakness to
Poison
Restore
Magicka
[2.10] Fort
Snowhowk
(marsh exterior)
04}
[2.21] Kienstag
Ruins (west of
Mon) (9)
(2.161 Ustengrav
(8)
Mostly found outside.
□
■i
Giant's Toe
! 1 '
20
Damage
Stamina
1
Fortify Health
Sr^
"
Damage
Stamina Regen
(2.07] Mini
Sterne Camp
[6,083 Sleeping
Tree Camp
[8.171 Secunda's
Kiss
Found on Giants. Check the Atlas for references to this
creature.
c
Glow Dust
0.5
20
Damage
Magicka
Damage
Magicka
Regen
Fortify
Destruction
Resist Shack
[3,11] Shrine
of Mehrunes
Dagon (3)
[7.00] Windhelm
(Pdlaceofthe
. Kings) (3)
[3.081 Frostmere
Crypt
Found on Wispmothers. Check the Atlas for references.
□
Glowing
Mushroom
0,2
5
Resist
Shock
Fortify
Destruction
Fortify
Smithing
Fortify Health
19.23] Tolvold's
Cove (250+)
[4,06] Frastflow
Lighthouse
iw
1 1 d
(l.06j Lost Echo
Cave (57)
Plentiful in these caves.
ri
~\ Grass Pod
M
0.1
1
Resist
Poison
Ravage
Mogicka
Fortify
Alteration
Restore
Magicka
f 10.04] Japhtfs
Foiy
[3.00] Dawnstar
(coastal plain to
the northwest)
Northern coastline
Plentiful along the marshy northern coastline.
jg
Hugraven Claw
0.25
20
Resist
Magic
Lingering
Fortify
Encbonting
Fortify Sorter
[5.03] Hag's End
[5.36] Dead
Crone Rock
[8.03J Glertmoril
(even
Found on Hagrovens. Check the Atlas for references to
this creature.
b
Hagraven
feathers
QJ
20
Damage
Magicka
Fortify
Conjuration
Frenzy
Weakness to
Shock
(5.03] Hog's End
[5,36] Dead
Crone Rack
[8.031 Glenmorii
Coven
Found on Hagravens. Check the Atlas for references to
ihis creature, 1
0
Hanging Moss
0.25
t
Damage
Magicka
Fortify Health
Damage
Magicka
Regen
Fortify
One-handed
[1.00] Solitude
(Hall of the
Dead) (60+)
[6,123
Dustman's Cairn
(4.5+)
[8.02]
Sunderstone
Gorge (22+)
Usually found clinging to stone buildings, and the rocky
outcrops across The Reach.
., /kV * re g-e« - --Sc.-c,^ V %
* WSKYRIM < g) THE INVENTORY ' (^ >
.
wjnmiugwsuis!
i
INGREDIENT
NAME
WEIGHT
VALUE
EFFECT 1
EFFECT 2
EFFECT 3
EFFECT 4
LOCATION A
(AMOUNT IF
APPLICABLE)
LOCATIONS
(AMOUNT IF
APPLICABLE)
LOCATION C
(AMOUNT IF
APPLICABLE)
NOTES
□
Bowk Beak
0,25
15
Restate
Stamina
Resist Frost
Fortify Carry
Weight
Resist Shock
[LODI Solitude
(Exterior, Docks)
[8.12j Bloated
Man's Grotto
Any Silver Band
Location
Shoot hawks from the sky to claim this ingredient
from them, or from Silver Hand Members during The
Companions Quests.
n
Hawk Feathers
0.1
15
Cure
Disease
Fortify Light
Armor
Fortify
One-handed
Fortify Sneak
[1.00] Solitude
(Exterior, Docks)
[8.12] Bloated
Man's Grotto
Any Silver Hand
Location
Shoothawksfromthe sky to claim this ingredient
from them, or from Silver Hand Members during The
Companions Quests.
□
Histcarp
0.25
4
Restore
Stamina
Fortify Magicka
Damage
Stamina
Regen
Waterbreathing
[9.00] Riften
(Plankside)
[7.00] Windhelm
(Docks)
H
Mi these fish rnndomSy in fakes, rivers, and the ocean.
] Honeycomb
1
5
Restore
Stamina
Fortify Block
Fortify Light
Armor
Ravage
Stamina
[9.10]
Honeystrand
Cave
[9.29]
Goldenglow
Estate
H
Commony found near beehives, which rue plentiful here.
□
Human Flesh
0.25
1
Damage
Health
Paralysis
Restore
Magicka
Fortify Sneak
[4.13] Aftand
(3)
[9.23] Tolvald's
Cave (3)
[5.41] Reachdiff
Cave (2)
Very rare.
□
Human Heart
1
0
Damage
Health
Damage
Magicka
Damage
Magicka
Regen
Frenzy
[5.44] Lost
Valley Redoubt
(1)
[8.02]
Sunderstone
Gorged)
[8.13] North
Brittle Shin Pass
(1)
Very rare, usually found in Dungeons.
□
Ice Wraith Teeth
0.25
30
Weakness
to Frost
Fortify Heavy
Armor
Invisibility
Weakness
to Fire
[4.00] College of
Winterhold (5)
[6.00] Whiterun
(Jorrvasker) (5)
[3.00] Dawnstar
(The White Hall)
(4)
Found on Ice Wraiths. Check the Atlas for references to
this creature.
□
Imp Stool
0.3
0
Damage
Health
Lingering
Damage
Health
Paralysis
Restore Health
[2.02] Chillwind
Depths (50+)
[8.21] Halldir's
Cairn (20+)
[6.26] White
River Watch (19)
Plentiful in these caves.
□
Jarrin Root
0.5
10
Damage
Health
Damage
Magicka
Damage
Stamina
Damage
Magicka Regen
Dark Brotherhood
Quest: To Kill an
Empire
H
H
Unique Ingredient: The only Jarrin Root in Skyrim is
given to you by Astrid during Dark Brotherhood Quest:
To Kill an Empire. You can use it for the quest, but don’t
have to. Eating it will kill you instantly. It makes by far
the strongest poisons of any ingredient.
□
Jazbay Grapes
0.2
\
Weakness
to Magic
Fortify Magicka
Regenerate
Magicka
Ravage Health
[7.Q] Mistwatch
Folly (8)
[8.33] South
Skybound Watch
(Interior) (8)
[7.32] The
Atronach Stone
(5)
Mainly found in Eastmarch Hold.
□
Juniper Berries
0.1
)
Weakness
to Fire
Fortify
Marksman
Regenerate
Health
Damage
Stamina Regen
[5.00] Markarth
(exterior and
Cidhna Mines)
, (15+)
[5.Z] Shrine of
Dibella: Bridge at
Old Hroldan (8)
[5.X] Reachwind
Burial Mound (8)
Mainly found in The Reach.
□
Large Antlers
0.1
2
Restore
Stamina
Fortify Stamina
Slow
Damage
Stamina Regen
Pine Forest
Exterior (hunt the
animal)
The Rift (hunt the
animal)
Tundra Plains
(hunt the animal)
Found on Elk. Check the Atlas for references to this
creature.
□
Lavender
0.1
1
Resist
Magic
Fortify Stamina
Ravage
Magicka
> Fortify
Conjuration
[6.00] Whiterun
(Temple of
Kynareth, Wind
District, and
Dragonsreach)
(40+)
[5.12] Cliffside
Retreat (east of
location) (8)
[5.28] Rebel's
Cairn (5)
Grows across the Tundra plains of Whiterun Hold.
□
Luna Moth Wing
0.1
5
Damage
Magicka m
Fortify Light
Armor
Regenerate
Health
Invisibility
[3.06]
Nightcaller
Temple (5)
[1.20]
Shadowgreen
Cavern
[6.08] Sleeping
Tree Camp
Catch butterflies from midair to pluck their wings.
Pale-winged Luna Moths can be found most easily at
night.
n
Moon Sugar
0.25
50
Weakness
to Fire
Resist Frost
Restore
Magicka
Regenerate
Magicka
[9.00] Riften
(Warehouse) (6)
[7.37] Cragslane
Cavern (2)
[8.02]
Sunderstone
Gorge (1)
Sold by Khajiit Caravans. Otherwise, very rare.
n
Mora Tapinella
0.25
4
Restore
Magicka
Lingering
Damage
Health
Regenerate
Stamina
Fortify Illusion
[3.08] Frostmere
Crypt (4+)
"[2.H] Swamp
Pond Massacre
(ground to the
north) (3)"
[2.03] Robber's
Gorge (Exterior)
(3)
This species of mushroom grows on dead tree stumps,
mainly outside across pine forests.
n
Mudcrab Chitin
0.25
2
Restore
Stamina
Cure Disease
Resist Poison
Resist Fire
[6.27]
Riverwood (river
banks)
[6.H] King of the
Mudcrabs
The banks of
most rivers and
lakes.
Found on Mudcrabs. Check the Atlas for references to
this creature.
□
Namira's Rot
0.25
0
Damage
Magicka
Fortify
Lockpicking
Fear
Regenerate
Health
[2.02] Chillwind
Depths (60)
[8.21] Halldir's
Cairn (18+)
[5.11] Liar's
Retreat (10)
Reasonably plentiful in these caves.
n
Nightshade
0.1
8
Damage
Health
Damage
Magicka
Regen
Lingering
Damage
Stamina
Fortify
Destruction
[2.23]
Labyrinthian
(10+)
[8.00] Falkreath
(10+)
[1.00] Solitude
(Arch) (7)
Reasonably plentiful in these areas. Grows outside
(mainly in pine forests) and inside some dungeons.
□
Nirnroot
0.2
10
Damage
Health
Damage
Stamina
Invisibility
Resist Magic
[9.06] Sarethi
Farm (8)
[8.K] Alchemist's
Camp: Evergreen
Woods (3)
[3.00] Dawnstar
(coast) (3)
Aside from Sarethi’s Farm, these are found along river
banks.
□
Nordic Barnacle
0.2
5
Damage
Magicka
Waterbreathing
Regenerate
Health
Fortify
Pickpocket
[1.07] Orphan's
Tear (19)
[4.01] Hela’s
Folly (19)
[2.05] Crabber's
Shanty (coast
nearby)
Usually found on shipwrecks, or along the coast.
□
Orange Dartwing
0.1
1
Restore
Stamina
Ravage
Magicka
Fortify
Pickpocket
Lingering
Damage Health
[1.00] Solitude
(Hall of the
Dead) (6)
[3.27] Forsaken
Cave (5)
Any wilderness.
These orange dragonflies are common in the wilderness,
especially around shallow ponds.
□
Pearl
0.1
2
Restore
Stamina
Fortify Block
Restore
Magicka
Resist Shock
[9.04]
Geirmund's
Hall (3)
[4.13] Alftand
(1)
H
Easier to purchase from Apothecary traders. Otherwise
very rare.
&} THE INVENTORY
CRAFTING: ALCHEMY
THE BESTIARY QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
H
INGREDIENT
NAME
WEIGHT
VALUE
EFFECT I
EFFECT 2
EFFECT 3
EFFECT 4
LOCATION A
[AMOUNT IF
APPLICABLE)
LOCATION B
[AMOUNT IF
APPLICABLE)
LOCATION C
[AMOUNT IF
APPLICABLE)
NOTES
| Pine Thaish Egg
0.5
2
Restore
Stamina
Fortify
Lockpicking
Weakness to
Poison
Resist Shock
[9.25] Shoes J^L|
Spouse)
House) (6) wnw s now
m si
Avunchnzel
(exterior)
Look for birds' nests with these mottled brown eggs,
mainly in forested areas.
□
Powdered
Mammclfi Tusk
0,1
2
Restore
Stamina
Fortify Sneak
Weakness
to Fire
Fear
[2.07] Talking
Stone Camp
[6.08] Sleeping
Tree Camp
[8J7] Strata's
Kiss
Found on a Mammoth. Check the Atlas for references
to this creature.
□
Purple Mountain
flower
0.1
2
Restore
Stamina
Fortify Sneak
Lingering
Damage
Magicka
Resist Frost
Any wilderness.
Plentiful around these areas.
□
Red Mountain
flower
0.1
2
Restore
Magicka
Ravage
Magicka
Fortify Magicka
Damage Health
[6.00] Whiterun
(10)
[1.20]
Shadowgreen
Cavern (10)
Any wilderness.
Plentiful around the Capital of Whiterun and within the
spacious Shadowgreen Cavern.
□
Rhter Betty
0.25
15
Damage
Health
Fortify
Alteration
Slow
Fortify Carry
Weight
[9.00] Riften [7.00] Windhelm
(Ptaolaide) (Docks)
H
Catch these fish randomly in lakes, rivers, and the ocean.
D
lock Warbler
Egg
0.5
2
Restore
Health
Fortify
One-handed
Damage
Stamina
Weakness to
Magic
[5.00] Markarth
(Warrens) (3)
[5.42] Valthume
(rocks east of
entrance)
[5,20] Salvius
Farm (nearby
ridges)
Look for birds' nests with these large, green eggs,
mainly in the Reach.
□
Sabre CatTootlr
0.1
2
Restore
Stamina
Fortify Heavy
Armor
Fortify
Smithing
Weakness to
Poison
[6.10] Drelas'
Cottage (2)
Pine Forest
Exterior (hunt the
animal)
Snowy mountains
(hunt the animal)
Found on a Sabre Cat. Check the Atlas for references to
this creature.
□
Salt Pile
0.2
2
Weakness
to Magic
Fortify
Restoration
Slow
Regenerate
Magicka
[4.00] College
of Winterhold
(Midden) (7)
[6.29] Fellglow
Keep (5)
[3.10] Fort
Dunstad (5)
Most merchants carry this.
□
Scaly Phofioto
0.25
4
Weakness
to Magic
Fortify Illusion
Regenerate
Stamina
Fortify Carry
Weight
[9.8] Wood [9.L] Altar in joweAnoTth^^
Cutter's Camp: the Woods:
Lake Geir (3) Autumnshade (3) ^ ^
Usually found on or near fallen trees or stumps.
□
Silverside Perch
0.25
15
Restore
Stamina
Damage
Stamina
Regen
Ravage Health
Resist Frost
[9.00] Riften
(Plankside)
[7.00] Windhelm
(Docks)
H
Catch these fish randomly in lakes, rivers, and the ocean.
□
Skeever Toil
0.2
3
Damage
Stamina
Regen
Ravage Health
Damage Health
Fortify Light
Armor
[3,10] Fort
Dunstad (8)
SI BSP
Temple (4) Ketreat(4)
Found on Skeevers. Check the Atlas for references to
this creature.
□
Slaughterfish
0.2
3
Resist
Poison
Fortify
Pickpocket
Lingering
Damage Health
Fortify Stamina
[3.A] Horker
Standing Stones
(15)
[3.02] Wreck Of
The Brinehammer
(ocean) (10)
[9.45] Forelhost
(7+)
Usually found close to water, or Slaughterfish.
n
Slaughterfish
Scales
0.1
3
Resist Frost
Lingering
Damage
Health
Fortify Heavy
Armor
Fortify Block
[8.03] Glenmoril [9.23] Tolvald's
Coven (6) Cave (4)
Any lake in
Skyrim where
Slaughterfish
dwell.
Found on Slaughterfish. Check the Atlas for references
to this creature.
□
Srmil Antlers
0.1
2
Weakness
to Poison
Fortify
Restoration
Lingering
Damage
Stamina
$
Damage Health
Pine Forest
Exterior (hunt the
animal)
The Rift (hunt the
animal)
Tundra Plains
(hunt the animal)
Found on Deer. Check the Atlas for references to this
creature.
Small Pearl
0.1
2
Restore
Stamina
Fortify
One-handed
Fortify
Restoration
Resist Frost
Kind's
Hall (3) lU
H
Easier to purchase from Apothecary traders. Otherwise
very rare.
Snowberries
0.1
4
Resist Fire
Fortify
Enchanting
R&ist Frost
Resist Shock
[4.07] Driftshade [7.10] Traitor's
Refuge (25) Post (12)
[4.00] College of
Winterhold (11)
Find these outside, where snow is on the ground.
I | Spider Egg
0.2
5
Damage
Stamina
Damage
Magicka
Regen
Fortify
Lockpicking
Fortify
Marksman
[4.15] Ironbind [5.09]
Barrow (11) Harmugstah (8)
[6.00] Whiterun
(Jorrvaskr) (7)
Found on some Frostbite Spiders, or close by their lairs.
Check the Atlas for references to this creature.
□
Spriggan Sap
0.2
15
Damage
Magicka
Regen
Fortify
Enchanting
Fortify
Smithing
Fortify
Alteration
[8.05] Moss
Mother Cavern
[1.20]
Shadowgreen
Cavern
[4.00] College of
Winterhold (2)
Found on Spriggans. Checkthe Atlas for references to
this creature.
□
Swamp Fungal
Pod
0.25
5
Resist
Shock
Lingering
Damage
Magicka
Paralysis
Restore Health
[2.19] Movarth's
Lair (Exterior)
(10)
[2.00] Morthal
(swamp to the
northwest and
west) (15+)
H
Mainly found in the wet ground of Hjaalmarch Hold.
□
Taproot
0.5
15
Weakness
to Magic
Fortify Illusion
Regenerate
Magicka
Restore
Magicka
[8.05] Moss
Mother Cavern
[1.20]
Shadowgreen
Cavern
[1.11] Clearpine
Pond
Found on Spriggans. Check the Atlas for references to
this creature.
b
Thistle Branch
0.1
1
Resist Frost
Ravage
Stamina
Resist Poison
Fortify Heavy
Armor
[1.00] Solitude ri 171 r> n
(Arch and Blue
Palace) Bndge(7)
[6.27]
Riverwood (7)
Mainly found in scrubland and around settlements.
o
Torchbug Thorax
0.1
1
Restore
Stamina
Lingering
Damage
Magicka
Weakness to
Magic
Fortify Stamina
[4.00] College
of Winterhold
(10+)
[3.27] Forsaken
Cave (5+)
[3.00] Dawnstar
(The White Hall)
(3)
Look for these glowing insects at dusk or night, across
the wilderness (but not at altitude).
□
Troll fat
1
15
Resist
Poison
Fortify
Two-handed
Frenzy
Damage Health
[1.24]
East Empire
Warehouse
(15+)
r , Animal Dens
U«- si
Found on Trolls. Check the Atlas for references to this
creature.
□
Tundra Cotton
0.1
1
Resist
Magic
Fortify Magicka
Fortify Block
Fortify Barter
[1.00] Solitude
(Buildings in The
Avenues District)
[6.14] Redoran's
Retreat (13)
[8.12] Bloated
Man's Grotto
(10)
Found growing outside, at low altitudes.
w
The Eerier Bcrc^s '
S I< Y R 1 M
THE INVENTORY
INGREDIENT
NAME
WEIGHT
VALUE
EFFECT 1
EFFECT!
EFFECT 3
EFFECT 4
LOCATION A
(AMOUNT IF
APPLICABLE)
LOCATION 8
(AMOUNT IF
APPLICABLE)
LOCATION C
(AMOUNT IF
APPLICABLE)
NOTES
□
Vampire Dust
0.2
25
Invisibility
Restore
Magicka
Regenerate
Health
Cure Disease
[8.251 North
Shriekwind.
Bastion
[6.07] Broken
Fang Cave
Any Court
Wizard's
Quarters, or your
house's Alchemy
Lab.
Found on Vampires. Check the Atlas for references to
this creature.
□
Void Softs
0.2
125
Weakness
to Shock
Resist Magic
Damage Health
Fortify Magicka
[1.00] Solitude
(Proudspire
Manor Alchemy
Lob) (4)
[9.00] Riften
(Honeyside
Alchemy Lab) (3)
[4.00] College
of Winterhold
(Archmage's
Quarters)
Found on Storm Atronachs, but cannot be obtained from
summoned Atronachs. Check the Atlas for references to
this creature.
□
Wheat
0.1
5
Restore
Health
Fortify Health
Damage
Stamina
Regefi
Lingering
Damage
Magicka
[1.23] Kalla's
Farm
[6.02]
Rorikshead
[6.24]
Battle-Born Farm
Check the larger towns (such as Rorikshead), or consult
Favor (Activity): Harvesting Cropsf.
White Cop
0.3
0
Weakness
to Frost
Fortify Heavy
Armor
Restore
Magicka
Ravage
Magicka
[2.02] Chillwind
Depths (40+)
[8.21] Halldir's
Cairn (20+)
[6.26] White
River Watch
I (15+)
Plentiful in these locations.
□
Wisp Wrappings
0.1
2
Restore
Stamina
Fortify
Destruction
Fortify Cony
Weight
Resist Magic
[3.08] Frostmere
Crypt
[2.23]
Labyrinthian
[5.J] Dwarven
Ruins: Lair of the
Wispmother
Found on Wispmothers. Check the Atlas for references.
Table VI: Alchemy Effects List
This list that reveals every Alchemic Effect, and which ingredients have those effects.
a
EFFECT
NAME
INGREDIENTS WITH THIS EFFECT
□
Cure Disease
Charred Skeever Hide, Hawk Feathers, Mudcrab Chitin, Vampire Dust
□
Damage Health
Crimson Nirnroot, Deathbell, Ectoplasm, Falmer Ear, Human Flesh, Human
Heart, Imp Stool, Jarrin Root, Mora Tapinella, Nightshade, Nirnroot, Orange
Dartwing, Red Mountain Flower, River Betty, Skeever Tail, Slaughterfish
| Egg, Slaughterfish Scales, Small Antlers, Troll Fat, Void Salts
□
Damage
Magicka
Bear Claws, Blue Butterfly Wing, Blue Mountain Flower, Butterfly Wing,
Chaurus Eggs, Chicken's Egg, Daedra Heart, Eye of Sabre Cat, Glow Dust,
Hagraven Claw, Hagraven Feathers, Hanging Moss, Human Heart, Jarrin
Root, Luna Moth Wing, Namira's Rot, Nightshade, Nordic Darnade, Purple
Mountain Flower, Spider Egg, Spriggan Sap, Swamp Fungal Pod, Torchbug
Thorax, Wheat
b
Damage
Magicka Regen
Bear Claws, Blue Butterfly Wing, Blue Mountain Flower, Chicken's Egg,
Glow Dust, Hanging Moss, Human Heart, Jarrin Root, Nightshade, Spider
Egg, Spriggan Sop * ^
□
Damage
Stamina
Blisterwort, Blue Butterfly Wing, Bone Meal, Butterfly Wing, Canis Root,
Chicken's Egg, Creep Cluster, Crimson Nirnroot, Cyrodilic Spadetail, Daedra
Heart, Frost Mirriam, Giant's Toe, Histcarp, Jarrin Root, Juniper Berries,
Large Antlers, Nightshade, Nirnroot, Rock Warbler Egg, Silverside Perch
Skeever Tail, Small Antlers, Spider Egg, Wheat
□
Damage
Stamina Regen
Creep Cluster, Daedra Heart, Frost Mirriam, Giant's Toe, Histcarp, Juniper
Berries, Large Antlers, Silverside Perch, Skeever Tail, Wheat
□
Fear
Blue Dartwing, Cyrodilic Spadetail, Daedra Heart, Namira's Rot, Powdered
Mammoth Tusk
□
Fortify
Alteration
Grass Pod, River Betty, Spriggan Sap
□
Fortify Barter
Butterfly Wing, Dragon's Tongue, Hagraven Claw, Tundra Cotton
□
□
Fortify Block
Fortify Carry
Weight
Bleeding Crown, Briar Heart, Honeycomb, Pearl, Slaughterfish Scales,
1 Tundra Cotton
Creep Cluster, Giant's Toe, Hawk Beak, River Betty, Scaly Pholiota, Wisp
Wrappings
r j Fortify
1 — ' Conjuration
Blue Butterfly Wing, Blue Mountain Flower, Bone Meal, Frost Salts,
Hagraven Feathers, Lavender
□
Fortify
Destruction
Beehive Husk, Ectoplasm, Glow Dust, Glowing Mushroom, Nightshade,
Wisp Wrappings
1 — 1- Fortify
1 1 Enchanting
Blue Butterfly Wing, Hagraven Claw, Snowberries, Spriggan Sap
]] Fortify Health
| — | Fortify Heavy
1 — I Armor
J Fortify Illusion
□ Fortify Light
Armor
| — | Fortify
I 1 I nflrftiflr li
| Fortify Magicka
| — | Fortify
' — * Marksmon
□
Fortify
One-handed
Fortify
1 — 1 Pickpocket
| — | Fortify
' — \ Restoration
Bear Claws, Blue Mountain Flower, Giant's Toe, Glowing Mushroom,
Hanging Moss, Wheat
ice Wraitfi Teeth, Sabre Cat Tooth, Slaughterfish Scales, Thistle Branch,
White Cap
Dragon's Tongue, Dwarven Oil, Mora Tapinella, Scaly Pholiota, Taproot
Beehive Husk, Hawk Feathers, Honeycomb, Luna Moth Wing, Skeever Tail
Falmer Ear, Namira's Rot, Pine Thrush Egg, Spider Egg
Briar Heart, Ectoplasm, Histcarp, Jazbay Grapes, Red Mountain Flower,
Tundra Cotton, Void Salts
Canis Root, Elves Ear, Juniper Berries, Spider Egg
Bear Claws, Canis Root, Hanging Moss, Hawk Feathers, Rock Warbler Egg,
Small Pearl
Blue Dartwing, Nordic BarnacleOrange Dartwing, Slaughterfish Egg
Abecean Longfin, Cyrodilic Spadetail, Salt Pile, Small Antlers, Small Pearl
1 Fortify Smithing
Blisterwort, Glowing Mushroom, Sabre Cat Tooth, Spriggan Sap
J Fortify Sneak
Abecean Longfin, Beehive Husk, Frost Mirriam, Hawk Feathers, Human
Flesh, Powdered Mammoth Tusk, Purple Mountain Flower
| | Fortify Stamina
Chaurus Eggs, Garlic, Large Antlers, Lavender, Slaughterfish Egg, Torchbug
Thorax
i i Fortify
1 — - Iwo^onded
Dragon's Tongue, Ely Amanita, Troll Eat
| | Frenzy
Blisterwort, Falmer Ear, Fly Amanita, Hagraven Feathers, Human Heart,
Troll Fat
I |l Invisibility
Chaurus Eggs, Crimson Nirnroot, Ice Wraith Teeth, Luna Moth Wing,
Nirnroot, Vampire Dust I
| j Lingering
1— 1 Damage Health
Imp Stool, Mora Tapinella, Orange Dartwing, Slaughterfish Egg,
Slaughterfish Scales
□
Lingering
Damage
Magicka
Hagraven Claw, Purple Mountain Flower, Swamp Fungal Pod, Torchbug
Thorax, Wheat
CRAFTING: ALCHEMY
INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
m EFFECT
^ NAME
INGREDIENTS WITH THIS EFFECT
Resist Shock
Blue Oortwing, Glow Dust, Glowing Mushroom, Hawk Beak, Pearl, Pine
Thrush Egg, Snowberries, Swamp Fungal Pod
| Restore' Health
Blisterwort, Blue Dartwing, Blue Mountain Flower, Butterfly Wing, Charred
Skeever Hide, Daedra Heart, Eye of Sabre Cat, Imp Stool, Rock Warbler
Egg, Swamp Fungal Pod, Wheat
— Restore
— - Magicka
Briar Heart, Creep Cluster, Dwarven Oil, Ectoplasm, Elves Ear, Fire Salts,
Frost Salts, Giant Lichen, Grass Pod, Human Flesh, Moon Sugar, Mora
Tapinella, Pearl, Red Mountain Flower, Taproot, Vampire Dust, White Cap
| — | Restore
1 1 Stamina
Bear Claws, Bee, Charred Skeever Hide, Eye of Sabre Cat, Hawk Beak,
Histcarp, Honeycomb, Large Antlers, Mudcrab Chitin, Orange Dartwing,
Pearl, Pine Thrush Egg, Powdered Mammoth Tusk, Purple Mountain Flower,
Sabre Cat Tooth, Silverside Perch, Small Pearl, Torchbug Thorax, Wisp
Wrappings
]] Slow
Deathbell, Large Antlers, River Betty, Salt Pile
I | Waterbreathing
Chicken's Egg, Histcarp, Nordic Barnacle
| — | Weakness to
1 — 1 Fire
Bleeding Crown, Frost Salts, Ice Wraith Teeth, Juniper Berries, Moon Sugar,
Powdered Mammoth Tusk
| — | Weakness to
1 1 Frost
Abecean Longfin, Elves Ear, Fire Salts, Ice Wraith Teeth, White Cap
Weakness to
Magic
Creep Cluster, Dwarven Oil, Jazbay Grapes, Rock Warbler Egg, Salt Pile,
Scaly Pholiota, Taproot, Torchbug Thorax
| — | Weakness to
' — ' Poison
Abecean Longfin, Bleeding Crown, Chaurus Eggs, Deathbell, Giant Lichen,
Pine Thrush Egg, Sabre Cat Tooth, Small Antlers
r — | Weakness to
Shock
Bee, Giant Lichen, Hagraven Feathers, Void Salts
m EFFECT
“name
INGREDIENTS WITH THIS EFFECT
f Lingering
Damage
Stamina
Butterfly Wing, Chicken's Egg, Nightshade, Small Antlers
I | Paralysis
Briar Heart, Canis Root, Human Flesh, Imp Stool, Swamp Fungal Pod
I | Ravage Health
Cyrodilic Spadetail, Eye of Sabre Cat, Giant Lichen, Jazbay Grapes,
Silverside Perch, Skeever Tail
j | Ravage
1 1 Magicka
Frost Mirriam, Grass Pod, Lavender, Orange Dartwing, Red Mountain
Flower, White Cap
i| — Ravage
1 1 Stamina
Bee, Bone Meal, Deathbell, Honeycomb, Thistle Branch
| — | Regenerate
* — * Health
Garlic, Juniper Berries, Luna Moth Wing, Namira's Rot, Nordic Barnacle,
Vampire Dust
r | Regenerate
* — • Magicka
Dwarven Oil, Fire Salts, Garlic, Jazbay Grapes, Moon Sugar, Salt Pile,
Taproot
| '| Regenerate
- - Stamina
Bee, Fly Amanita, Mora Tapinella, Scaly Pholiota
]] Resist Fire
Bone Meal, Dragon's Tongue, Elves Ear, Fire Salts, Fly Amanita, Mudcrab
Chitin, Snowberries
| | Resist Frost
Frost Mirriam, Frost Salts, Hawk Beak, Moon Sugar, Purple Mountain
Flower, Silverside Perch, Slaughterfish Scales, Small Pearl, Snowberries,
Thistle Branch
Resist Magic
Bleeding Crown, Chicken's Egg, Crimson Nirnroot, Hagraven Claw,
Lavender, Nirnroot, Tundra Cotton, Void Salts, Wisp Wrappings
I | Resist Poison
Beehive Husk, Charred Skeever Hide, Falmer Ear, Garlic, Grass Pod,
Mudcrab Chitin, Slaughterfish Egg, Thistle Branch, Troll Fat
<3 CRAFTING: ENCHANTMENTS K
Table VII: Soul Gems
A list of soul gems and their properties. Note that the Filled Soul Gems listed here are the 'standard' filled soul gems you can find in the world. If you
Soul Trap a weaker creature into a larger gem, the resulting value will be reduced.
in NAME
WEIGHT
VALUE
CAPACITY
NOTES
H Petty Soul Gem
0.1
10
250
Can hold creature souls below Lv4.
Lesser Soul Gem *
*0.2
25
500
Can hold creature souls below Lvl 6.
Common Soul Gem
0.3
50
1000
Can hold creature souls below Lv28.
I | Greater Soul Gem
0.4
100
2000
Can hold creature souls below Lv38.
Grand Soul Gem
0.5
200
3000
Can hold any creature soul.
j Black Soul Gem | 1
500
3000
Can hold any human soul.
Petty Soul Gem (Filled)
0.1
40
250
Holds a petty soul.
| | Lesser Soul Gem (Filled)
0.2
80
500
Holds a lesser soul.
Common Soul Gem (Filled)
0.3
150
1000
Holds a common soul.
j| | Greater Soul Gem (Filled)
0.4
350
2000
Holds a greater soul.
0 G ran d Soul Gem (Filled)
0.5
500
3000
Holds a grand soul.
I | Black Soul Gem (Filled) 1
1200
3000
Holds a human soul.
S I< Y R ] M
86
THE INVENTORY
|3> Table VIII: Base Enchantments
The two tables below list all of the base weapon and armor enchantments.
When Disenchanting an item, you always learn its Base Enchantment.
0 So disenchanting a Daedric Mace of the Inferno teaches you Tire Damage'.
0 But disenchanting an Iron Sword of Embers also teaches you 'Eire Damage'. Despite the cheaper item, you learn the same effect.
When Enchanting an item:
0 You can apply any weapon enchantment to any weapon.
0 You can apply armor enchantments only to a subset of armor pieces, as shown below.
Examples:
You can enchant any weapon with Eire Damage, from a dagger to a warhammer.
You can apply Waterbreathing to any Helm, Ring, or Necklace.
You can put Muffle on any pair of Boots, but only on Boots.
m BASE
“ ENCHANTMENT
EFFECT
”j Frost Damage
+# frost damage.
j Magicko Damage
+# magicko damage.
3 Paralyze
Paralyzes creatures below level #,
Shack Damage
i# shack damage.
Soul Trap
I Stamina Damage
Soul traps creatures that die within # seconds.
+# magicko damage.
Turn llndeod
Undead below level # flee for 30s,
a
BASE
ENCHANTMENT
EFFECT
WEAPON BASE ENCHANTMENTS
Absorb Health
Absorb# Health.
Absorb Magickc
Absorb # Magicka,
Absorb Stamina
Absorb # Stamina,
Banish
Banishes summoned daedra below level #,
Fear
Creatures below level # flee for 30s,
Fire Damage
+# fire damage.
MODIFIER
BASE ENCHANTMENT
CHEST
HANDS
Em
U_l
M-
3
1 — 1—1
l/' .
to
NECKLACE
STANDARD ARMOR ENCHANTMENTS
^ Fortify Alchemy
Potions nod poisons you
croft are f% stronger.
X
X
X
1 *
H Fortify Alteration
Alteration spells cost#%
less Jo cost.
X
X
X
X
□
Fortify Archery
Increases bow damage
by#%.
X
X
X
X
□
Fortify Blade
When blocking, you block
#% more damage.
X
X
X
X
□
; Fortify Carry
! Weight
+# Carry Weight
X
X
X
X
| Fortify Conjuration
Conjuration spells cost
less to cost.
X
X
X
X
j | Fortify Destruction
Destruction spells cost
fess to cast.
X
X
X
X
r~| Fortify Healing
f — 1 Role
Increases your health
regeneration rate by #%.
X
X
X
□
Fortify Health
+# Healtti
X
pq
□
Fortify Heavy
Armor
increases your Heavy Armor
skill by #.
r—
X
X
X
X
X
JL
□
Fortify Illusion
Illusion spells cost less
beast.
X
X
| | fortify light Armor
Increases your tight Armor
skill by#.
X
X
X
X
sT 1
□
Fortify Lockpicking
Locks are A easier b pick.
X
X
Fortify Magicko
+# Magicka
X
X
X
X
1 1 Fortify Magicka
1—1 Rate
Increases your magicko
regeneration rate by
X
3
V|
1 1 Fortify
1 — J One-Handed
Increases one-handed
weapon damage by f%.
X
X
X
X
H MODIFIER
BASE ENCHANTMENT
C=3
CHEST
HANDS
U_l
SHIELD
H
NECKLACE
□
Fortify Pickpocket
Pickpocketing items is #%
easier.
X
X
X
X
□
Fortify Restoration
Restoration spells cost
less to cost.
X
X
X
X
□
Fortify Smithing
Weapons onrf armor
improvements are
stronger, ,
X
X
X
X
□
Fortify Sneak
Specking ts#% easier.
X
X
X
X
□
Fortify Speech
Prices you get ore
better.
L
X
p
Fortify Stamina
+# Sbrnina
X
X
X
X
□
Fortify Sbrninu
Rote
increases yoursbmino
regeneration rate by
r x i
X
X
□
Fortify
Two-Handed
Increases two-handed
weapon damage by #9i
X
X
X
X
I
Wfe
You move silently when
sneaking.
X
Resist Disease
+#% Disease Resistance
X
X
X
X
Resist fire
+#% Fire Resistance
Ji
x
X
X
Resist frost
+#% Frost Resistance
X
X
X
X
□
Resist Magic
+#% Magic Resistance foil
forms of magic)
X
-J
X
□
Resist Poison
+#% Poison Resistance
X
X
X
X
□
Resist Shock
+4% Shack Resistance
*
— I
m
X
□
Worerbreothing
You do not drown when
swimming.
X
X
X
CRAFTING: ALCHEMY CRAFTING: ENCHANTMENTS
>-
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIAA
APPENDICES AND INDEX
Table IX: Derived Enchantments
This table lists all of the Enchantments that can appear on items you find in the world.
Derived Enchantments Key
Modifier: The item suffix (or, occasionally, prefix) that identifies the enchantment.
Base Enchantment: The enchantment that you learn if you disenchant the item. Cross-reference this with the Base
Enchantments Table for a complete description of the enchantment.
Ench Level: The level of this particular enchantment. Cross-reference this with the General Data Table to identify which
material types this enchantment can appear on.
Magnitude: The "strength" of this particular enchantment, which might be expressed as a percentage, duration, level,
description.
Not every possible combination of weapon, material, and enchantment permitted under this system exists in Skyrim. . . but the vast majority do.
For Example: You find an Elven Mace of Enervating. Looking it up on this table, you find thatits Base Enchantment is "Magicka Damage", and its magnitude is "50". Cross-referencing this
with the Base Enchantments Table tells you that it does "+50 Magicka Damage".
Note that the College of Winterhold Robes work a little differently:
There are five basic robes: Novice, Apprentice, Adept, Expert, Master. Each of these robes has a specific Fortify Magicka Rate enchantment on it, as listed on the Armor page.
In addition to that enchantment, these robes may also have an additional enchantment related to one of the five schools of magic. The modifier is just the name of the school, since the
magnitude is determined by the type of robe. So, for example, you can find:
Novice Robes of Conjuration [+50% Magicka Regen; 1 2% Conjuration]
Apprentice Robes of Conjuration [+75% Magicka Regen; 15% Conjuration]
Apprentice Robes of Destruction [+75% Magicka Regen; 15% Destruction]
STANDARD WEAPON ENCHANTMENT
MODIFIERS
of Absorption
Absorb Health
2
5
of taming
Absorb Health
3
10
of Devouring
Absorb Health
4
15
of Leeching
Absorb Health
5
< 20
of the Vampire
Absorb Health
6 |
25
of Siphoning
Absorb Magicka
2
to
of Harrowing
Absorb Magicka
3
IS
of Winnowing
Absorb Magicka
4
20
of Evoking
Absorb Magicka
5
25
of the Sorcerer
Absorb Magicka
6
30
of Gleaning
Absorb Stamina
2
10
of Keeping
Absorb Stamina
3
15
of Harvesting
Absorb Stamina
4
20
of Garnering
Absorb Stamina
S
25
of Subsuming
Absorb Stamina ,
A
30
of Banishing
Banish
4
Lvl2
of Expelling
Banish
5
Lv20
of Annihilating
Banish
6
of Dismay
Fear 1
LvS
of Cowardice
Fear
7
Lv7
of fear
Fear
3 .
LvlO
of Despair
Fear
4
Lvl 3
of Dread
Fear
I” 1
Lvl 6
n
MODIFIER
BASE
ENCHANTMENT
pd
i— i—i
w
LXJ
MAGNITUDE
of Tenor
fear
6
Lv20
of Embefi
Fire Damage
1
5
of Burning
Fire Damage
2
10
of Scorching
Fire Damage
3
15
of Fite / Flames
Fire Damage
4
20
[ of the Btoze
1 Fire Damage
5
25
of the Inferno
Fire Damage
6
30
of Cold / (Nib
Frost Damage
1
5
of Frost
Frost Damage
2
10
of ice
Frost Damage
3
15
of Freezing
Frost Damage
4
20
of Blizzards
Frost Damage
5
25
af Winter
Frost Damage
6
30
of Sapping
Magicka Damage
\
10
of Draining
Magicka Damage
2
20
1 of Diminishing
Magicka Damage
3
30
of Depleting
Magicka Damage
4
40
1 of Enervating
Magicka Damage
5
SO
of Nullifying
Magicka Damage
6
60
1 of Stunning
Paialyze
4
2s
1 of Immobilizing
Paralyze
5
4s
of Petrifying
Paralyze
6
6s
of Sparks
Shock Damage
1
5
' of Arcing
Shock Damage
2
10
of Shocks
Shock Damage
3
15
of Thunderbolts
Shock Damage
4
20
MODIFIER
BASE
ENCHANTMENT
ENCH LEVEL
i_i_r
sE
u
of Lightning
Shock Damage
5
25
of Storms
Shock Damage
6
30
of Souls
Soul Trap
1
3s
af Soul Snores
Soul Trap
2
5s
of Binding
Soul Trap
3
7s
of Animus
Soul Trap
4
10s
of Malediction
Soul Trap
5
15s
of Damnation
Soul Trap
6
20s
of Fatigue
Stamina Damage
1
5
of Weariness
Stamina Damage
2
10
of Torpor
Stamina Damage
3
15
of Debilitation
Stamina Damage
4
20
of Lethargy
Stamina Damage
5
25
of Exhaustion
Stamina Damage
6
30
Blessed
Turn Undead
1
Lv3
Sanctified
Turn Undead
2
Lv7
Reverent
Turn Undead
3
Lvl 3
Hallowed
Turn Undead
4
Lv21
Virtuous
Turn Undead
5
Lv30
1 ;
Holy
Turn Undead
6
Lv40
STANDARD ARMOR ENCHANTMENTS
[j of Minor Alchemy
Fortify Alchemy
1
12%
of Alchemy
Fortify Alchemy
2
15%
| of Major Alchemy
Fortify Alchemy
3
17%
~\ of Eminent
[ — 1 Alchemy
Fortify Alchemy
4
20%
The Evder Scrolls' 7
S K Y Rl M
THE INVENTORY
MODIFIER
BASE
ENCHANTMENT
ENCH LEVEL
MAGNITUDE
□
of Extreme
Alchemy
Fortify Alchemy
5
22%
□
of Peerless
Alchemy
Fortify Alchemy
6
25%
of Minor Afteration
Fortify Alteration
1
12%
of Alteration
Fortify Alteration
2
15%
F
of Major Alteration
1
f
3
17%
of Eminent
Alteration
Fortify Alteration
4
20%
□
of Extreme
Alteration
Fortify Alteration
5
22%
□
of Peerless
Alteration
Fortify Alteration
6
25%
of Minor Blocking
Fortify Block
QJ
15%
of Blocking
Fortify Block
2
20%
of Major Blocking
Fortify Btock
3
25%
of Eminent
Blocking
Fortify Block
4
30%
□
oF Extreme
Blocking
Fortify Btack
5
35%
□
of Peerless
Blocking
Fortify Block
6
40%
2 of Lifting
fortify Carry Weight
1
+25
2 of Hauling
Fortify Cony Weight
2
+30
2 of Strength
Fortify Carry Weight
i
’35
2 of Brawn
fortify Carry Weight
4
+40
2 nftheOx
fortify Carry Weighs
5
+45
2 of the Mammoth
Fortify Cony Weight
6
+50
1 af Minor Conjuring
— 1 / Conjuration
fortify Conjuration
i
12%
□
of Conjuring /
Conjuration
Fortify Conjuration
2
15%
□
dF Major Conjuring
/ Conjuration
Fortify Coojurntiafl
3
17%
. of Eminent
1 | Conjuring/
Conjuration
Fortify Conjuration
4
20%
□
of Extreme
Confuting/
Conjuration
Fortify Conjuration
S
22% #
P
of Peerless
Conjuring /
Conjuration
Fortify Conjuration
6
25%
□
of Minor
Destruction
Fortify Destruction
T j
12%
of Destruction
Fortify Destruction
2
15%
□
af Major
Destruction
Fortify Destruction
3
17%
□
of Eminent
Destruction
Fortify Destruction
4
20%
p
uf Extreme
Destruction
Fortify Destruction
5
m
af Peerless
Destruction
Fortify Destruction
6
25%
of Remedy
Fortify Healing Rate
1 3
105.
of Mending
Fortify Healing Roto
4
I m
=
af Regeneration
Fortify Heeling Rate
5
m
| of Revival
Fortify Healing Rato
6
50%
of Minor Health
Fortify Health
r r
+20
of HeoLth
Fortify Health
2
+30
af Major Health
Fortify Health
3
+40
of Eminent Health
Fortify Health
4
+50
af Extreme Health
Fortify Heolth
5
+60
yj
Q MODIFIER
BASE
ENCHANTMENT
s
3 =
W
S 5
ULJ
.1
□
: of Peerless Health
fortify Health
6
+70
■ | of the Minor
— ' Knight
Fortify Heavy Armor
1
12
J of the Knight
fortify Heavy Armor
2
15
Z
□
of the Major
Knight
Fortify Heavy Armor
3
17
of the Eminent
Knight
Fortify Heavy Armor
4
20
j i of Extreme
1—1 Knight
fortify Heavy Armor
5
22
f | of the Peerless
' — Knight
Fortify Heavy Armor
6
25
_
of Minor Illusion
Fortify Illusion
Tj
12%
r
of lltoston
Fortify 1 Huston
2
15%
z
of Major Illusion
Fortify 1 Huston
3
1 m
n
of Eminent lltoston
Fortify llfuston
4
20 %
□
of Extreme Itluaon
Fortify Illusion
5 J
1 22%
z
of Peerless Illusion
Fortify Illusion
6
25%
| i of the Minor
1 — \ Squire
Fortify Light Armor
1
12
_j of the Squire
Fortify Light Armor
2
15
1 | of the Major
1 — I Squire
Fortify Light Armor
3
17
□
j of the Eminent
1 Squire
Fortify Light Armor
4
20
Z
| of the Extreme
1 Squire
Fortify tight Armor
5
22
Z
| of the Peerless
1 Squire
Fortify light Armor
6
25
I | of Minor
I I lockpicking
Fortify lockpickiog
1
15%
2 of Lockpkking
Fortify Lockpicking
2
20%
| | of Major
Fortify lockpicking
3
| 25%
□
af Eminent
lockpicking
Fortify Lockpicking
4
30%
□
of Extreme
Lockpicking
Fortify Lockpicking
5
35%
□
qFMbss
Lockpicking
Fortify Lockpickiog
'
6
40%
n
af Magicka
Fortify Magicka
1
+20
+30
af Magicka
Fortify Magicka
2
u
of Major Magicka
Fortify Magicka
3
+40
□
af Eminent
Mogicko
Fortify Magicka
4
+50
| | of Extreme
L-l Magicka
Fortify Mogicko
5
+60
| | af Peerless
1 — 1 Mogrcko
Fortify Mogicko
6
+70
2 of Recharging
Fortify Magicka Rate
3
40
m
J of Replenishing
Fortify Magicka Rate
4
2 of Resurgence
! Fortify Magicka Rate
5
80%
1 of Recovery
Fortify Magicka Rate
6 100%
2 of Minor Archery
Fortify Archery
1 ' j
15%
_J of Archery
Fortify Archery
2
20%
2 of Major Archery
Fortify Archery
3
25%
j ] of Eminent Archery
Fortify Archery
4
30%
2 of Extreme Archery
Fortify Archery
5
35%
of Peerless Archery
Fortify Archery
6
40%
2 of Minor Wielding Fortify One-Handed
mJ
15-
of Wielding Fortify One-Handed
2 20%
Q MODIFIER
2 of Mojor Wielding
□ of Eminent
Wielding
□ of Extrema
Wielding
| | of Peerless
I — J Wielding
□ of iViinoi Deft
Hands
BASE
ENCHANTMENT
Fortify One-Handed
Fortify One-Handed
Fortify OneHonded
2 of Deft Honth
□ of Mejor Daft
Heads
□ of Eminent Deft
Hands
Fortify OneHanded
Fortify Pickpocket
Fortify Pickpocket
Fortify Pickpocket
Fortify Pickpocket
□
35 %
40%
15 %
20 %
25%
m
of Extreme Deft
Hands
Fortify Pickpocket
35%
□ of Peerless Deft
l Hands
Fortify Pickpocket
□ of Minot
Restoration
Fortify Restoration
l
40 %
12%
of Restoration Fortify Restoration
15 %
of Major
Fortify Restoration
17%
□ of Eminent
Restoration
Fortify Restoration
a of Extreme
Restoration
20 %
Fortify Restoration
□
Restoration
fortify Restoration
22 %
25%
of Minor Smithing Fortify Smithing
of Smithing
of Mojw Smithing
□ of Eminent
Smithing
□ af Extreme
Smithing
□ of Peerless
5
Fortify Smithing
Fortify Smithing
Fortify Smithing
Fortify Smithing
fortify Smithing
' Smithing
I! of Minor Sneaking Fortify Sneak
Fortify Sneak
Fortify Sneak
_ of Sneaking fortify Sneak
_ of Major Sneaking
□ of Eminent
Sneaking
□Kr
_ of Minor Haggling Fortify Speech
Fortify Speech
2
_ of Major Haggling Fortify Speech
3
12 %
15%
17 %
20 %
22 %
25%
15%
20 %
25%
30%
5 35%
6 40 %
1 12 %
15%
17%
of Eminent
— I Haggling
□ of Extreme
Haggling
| | of Mess
LJ Haggling
2 of Minor Stamina
□ of Stamina
2 of Major Stamina
□ of Eminent
Stamino
Fortify Speech
Fortify Speech
fortify Speech
Fortify Stamina
Fortify Stamina
Fortify Stamina
Fortify Stamina
20 %
22 %
25%
1
4-20
? +30
3 +40
4 +50
□ of Extreme
Stamina
Fortify Stamina
+60
□ of Peerless
<
1 Stamina
Fortify Stamina
+70
TRANIN6
%> THE INVENTORY
CRAFTING: ENCHANTMENTS
THE BESTIARY
QUESTS
ATLAS OF SKYRIAA
APPENDICES AND INDEX
a
MODIFIER
BASE
ENCHANTMENT
ENCH LEVEL
SJJ
Q
<-D
§
I
of Quickening
Fortify Mogicka Rote
m
of Recharging
Fortify Magkka Rate
100%
of Replenishing
Fortify Mogicka Rate
125K
of Resurgence
Fortify Mogicka Rato
150%
COLLEGE OF WINTERHOLD ROBE
ENCHANTMENTS
0
[Novice Robes] of
Alteration
Fortify Alteration
12%
□
[Apprentice
Robes] of
Alteration
Fortify Alteration
15%
h
(Adept Robes] of
Alteration
Fortify Alteration
17%
□
[Expert Rohes] of
Alteration
Fortify Alteration
20%
h
[Master Rotas] of
Alteration
Fortify Alteration
22%
□
[Novice Robes] of
_ Conjuration
Fortify Conjuration
12%
□
[Apprentice
Robes] of
Conjuration
Fortify Conjuration
15%
□
[Adept Robes] of
Conjuration
Fortify Confj ration
17%
□
[Expert Rohes] of
Conjuration
fortify Conjuration
20%
1 | [Master Robfrs] of
— 1 Conjuration
fortify Conjuration
22%
- | [Novice Robs] of
— 1 Destruction
Fortify Destruction
12%
— ! [Apprentice
_[ Robes! of
Destruction
for#/ Deduction
15%
Z
[Adept Robes] of
Destruction
fortiFy Destruction
17%
□
[Expert Robes] of
Destruction
fortify Destruction
20%
d
[Master Rohes] of
Destruction
Fortify Destruction
22%
□
[Names Robes] of
illusion
fortify Illusion
12%
□SSL.
Fortify Illusion
15%
Z
[Adept Robes] of
Illusion
Fortify Illusion
17%
□
[Expert Robes] of
Illusion
Fortify Illusion
20%
□
[Master Robes] of
Illusion
Fortify Illusion
22 %
□
[Novice Robes] of
Restoration
Fortify Restoration
12%
□
[Apprentice
Robes] of
Restoration
Fortify Restoration
15%
□
[Adept Robes] of
Restoration
fortify Restoration
□
17%
Z
[Expert Robes] of
Restoration
Fortify Restoration
20%
□
[Master Robes] of
Restoration
Fortify Restoration
22%
M MODIFIER
BASE
ENCHANTMENT
s
— j
j
UJ
U_l
a
3 =
L=>
*=c
— of Shock
—
Resist Shock
5
60%
of Grounding
Resist Shock
6
70%
n
_ f 1 Ai'rvkflf ifui
yt ifUiciiJFBfliriiny
Waterbreattimg
3 M
-
WARLOCK ROBE ENCHANTMENTS
All V
endi
robe
Rote
fortock Robes have an additional [Fortify Mngidcn Rate 50%]
anlment that can't be learned by disenchanting the robe. The only
s you cart learn that enchantment from are the [Fortify Mogicka
] ones below r which hove their slated rote instead of this default.
_]
of Minor Alteration
Fortify Alteration
12%
of Alteration
Fortify Alteration
15%
of Major Alteration
Fortify Alteration
17%
□
of Eminent
Alteration
Fortify Alteration
20%
□
of Extreme
Alteration
Fortify Alteration
22%
□
of Peerless
Fortify Alteration
25%
□
of Minor
Conjuration
Fortify Conjuration
12%
□
of Conjuration
Fortify Conjuration
15%
□
of Major
Conjuration
Fortify Conjuration
17%
| of eminent
— 1 Conjuration
Fortify Conjuration
20%
1 of Extreme
— 1 Conjuration
Fortify Conjuration
22%
1 of Peerless
— J Conjuration
Fortify Conjuration
□
i^>
(JM
as
C
of Minor
Destruction
Fortify Destruction
U%
□
of Destruction
Fortify Destruction
15%
□
of Major
Destruction
Fortify Destruction
17%
□
of Eminent
Destruction
Fortify Destruction
20%
□
of Extreme
Destruction
Fortify Destruction
22%
of Peerless
Destruction
Fortify Destruction
n . r ”
25%
of Minor Illusion
Fortify Illusion
12%
of Illusion
Fortify Illusion
15%
of Mo[or Illusion
Fortify Illusion
17%
of Eminent illusion
Fortify Illusion
m
of Extreme Illusion
Fortify Illusion
22':
of Peerfess Illusion
Fortify Illusion
! |
25%
of Minor
Restoration
■ - -1
Fortify Restoration
12%
of Restoration
Fortify Restoration
15%
of Major
Restoration
Fortify Restoration
17%
of Eminent
Restoration
Fortify Restoration
■
20%
z
of Extreme
Restoration
Fortify Restoration
22%
□
-If
M &
Fortify Restoration
25%
i
■
of Recuperation
Fortify Stamina Roto
3
20%
of Rejuvenation
Fortify Stamina Rote
4
30%
of Invigoration
Fortify Stamina Rote
5
40%
ofRenewol
Fortify Stamina Rote
6
50%
of Minor Sure Grip
Fortify Trended
1
15%
of Sure Grip
Fortify Two-Handed
j
20%
of Major Sure Grip
Fortify Two-Handed
3
1 25%
of Eminent Sum
Gnp
Fortify Two-Handed
4
r - —
30%
of Extreme
Striking
Fortify Two-Bonded
5
35%
of Peerless Sure
Grip
Fortify Two-Hooded
6
40%
of Muffling
Muffle
H4
-
of Disease
Resistance
Resist Disease
[Neck
Only]
50%
P
of Disease
Immunity
Resist Disease
[Neck
Only]
100%
15%
of Resist Fire
Resist Fire
1
j
of Waning Fire
Resist Fire
2
30%
of Dwindling Fire
/flnmos
Resist Fire
3
40%
'
of Fire / Florae
Suppression
Resist Fire
4
50%
of Fife Abatement
Resist Fire
5
60%
of the Frewaker
Resist Fire
6
70%
of Resist Frost
Resist Frost
1
15%
of Waning Frost
Resist Frost
2
30%
of Dwindling Frost
Resist Frost
3
40%
of Frost
Suppression
Resist Frost
1
4
50%
af Frost
Abatement
Resist Frost
5
of Warmth
Resist Frost
1 1
70%
of Resist Mogic
Resist Mogic
i 1 '
i m
of Waning Mogic
Resist Mogic
2
12
of Dwindling
**
Resist Mogic
3
*
15%
of Magic
. Suppression
Resist Magic
4
17%
of Mogic
Abatement
Resist Mogic
5
20%
| of Nullification
Resist Magic
7
22%
of Poison
Resistance
Resist Poison
[Ked
Oriy]
50%
of Poison
Immunity
Resist Poison
[Neck
Only]
low
of Resist Shock
Resist Shock
1
15%
oF Waning Stiock
Resist Shade
2
30%
of Dwindling
Shock
Resist Shock
3
40%
of Shock
Suppression
Resist Shock
4
50%
<§0 NOTE For Smithing Recipes, consult the Training Section on Smithing,
beginning on page 47.
CJD
Dr.t eji#&rcl2t V
S KY Rl M
<s
THE INVENTORY
3»
DttttM Wi
WliiMl
4
OTHER ITEMS
& Table X: Daedric Artifacts
A list all of the Daedric Artifacts and their abilities. Daedric Artifacts can only be obtained by completing the relevant Daedric Quest. See the Daedric
Quests chapter or the Atlas for more details.
DAEDRIC ARTIFACTS ■ WEAPONS
Dawnbreder
Sword
12
10
740
+10 Fire Damage; Casts Bane of the Undead on killing an undead
]] Ebony Blade
Sword
13
10
2000
Absorb Health 10-30.
]] Mate of Molag Bal
Mace
16
18
1257
25 Magicka Damage, 25 Stamina Damage, Soul Trap
Begins at 1 0, increases to 30 as you kill 1 0 friends.
] Mehrunes' Razat
Dagger
11
3
860
1% Instant Kill
^ Sanguine- Rose
Staff
0
10
2087
Summons a Dremora for 60s.
Skull of Corruption
Staff
0
10
1680
20 Damage, or 50 if powered with dreams from sleeping people
A Dremora Lord.
Voteftdrung
Warhammer
25
26
1843
Absorb Stamina 50
]] Wobbojack
Staff
Q
10
1565
Change target creature into another random creature
DAEDRIC ARTIFACTS - ARMOR
Ebony Moil
Armor
45
28
5000
Muffle while sneaking, Poison Cloak when in combat
Ring of Hircine
Ring
0
0.3
400
+1 Werewolf Transform /Day
Must already be a werewolf to use this.
Ring of Namira
Ring
0
0.3
870
+50 Stamina. Feeding from NPC corpses raises Health by 50 and Health Regen by 50%for 4 hours
Savior's Hide
Armor
26
6
2679
Resist Magic 1 5%, Resist Poison 50%
Spellbreaker
Shield
38
12
277
Automatic Strength-50 spell ward while blocking
DAEDRIC ARTIFACTS - OTHER ITEMS
_J Azure’s Slor
Soul Gem
0
1000
Reusable Grand Soul Gem
Qghmo Infinluun
Book
: i j
2500
Once only, +5 Skill Increases to your choice of Combat, Magic, or Stealth skills.
Black Soul Gems store human souls.
J Skeleton Key
Lockpick
0.5
O
Unbreakable Lockpick
Table XI: Books
A list of all the books in the game, including Skill Books, Functional Books, and Common Books. Sample locations of every Common and Functional
book are listed here; sample locations for Skill Books are listed in the Appendices, as well as across the Atlas.
TRANING
SKILL BOOKS
The Mirror
1 50
Black
] Orsinium and the Ores
I 70
Heavy Armor
J The Armorer's Challenge 1
70 Smithing
| A Dance in Fire, v2
1 50
Block
The Knights of the Nine
1 70
Heavy Armor
_J LastScabbard of Akrash 1
70 Smithing
] Warrior
1 50
Block
The Rear Guard
1 50
Light Armor
Light Armor Forging
70 Smithing
| Battle of Red Mountain
1 50
Block
Ice and Chitin
50
light Armor
| Cherim's Heart 1
70 Smithing
| Hallgerd's Tale
1 70
Heavy Armor
| | Jornibret's Last Dance
1 50
Light Armor
] Heavy Armor Forging j 1
70 Smithing
□ 2920, MidYear, v6
1 70
Heavy Armor
The Refugees
1 50
Ughi Armor
Death Blow of Abernanit t
50 Block
Chimarvamidium
T 70
Heavy Armor
Rislav The Righteous
1 50
Light Armor
§> THE INVENTORY
CRAFTING: ENCHANTMENTS OTHER ITEMS
THE BESTIARY QUESTS ATLAS OF SKYRIM
APPENDICES AND INDEX
n
NAME
WEIGHT
VALUE
ASSOCIATED
SKILL
Advances in Lixkpicking
1
n
Lockpicking
Surfeit of Thieves
1
is
Lockpicking
TTie Gold Ribbon of Merit
1
65
Archery
Hie McwksmaRship Lesson
1
65
Archery
Vemoccus and Boutor
1
65
Archery
Fntfief Of The Niben
1
65
Archery
The Block Arrow, v2
1
65
Archery
Purloined Shadows
1
60
Pickpocket
Thief
\
60
Pickpocket
flavor Stone-Singer
1
60
Pickpocket
Beggar
1
60
Pickpocket
□
Wulfmare's Guide Jo Better
Thieving
1
60
Pickpocket
□
Three Thieves
1
75
Sneak
□
2920, Lost Seed, vB
]
75
Sneak
□
w
1_
3
3
) 75
Sneak
□
Legend of Krntely House
1
75
Sneak
□
The Red Kitchen Reader
Y 75
Sneak
□
A Dance in Fire, v6
1
60
Speech
□
A Dance in Fire,v7
1
60
Speech
□
2920, Second Seed,v5
1
60
Speech
□
The Buying Game
i
60
Speech
r Biography of the Wolf
■ — Queen
T
60
Speech
Q NAME
WEIGHT
VALUE
ASSOCIATED
SKILL
z
The Importance of Where
1
50
One-Handed
□
2920, Morning Star, vl
1
50
One-Handed
Fire and Darkness
1
50
One-Handed
I
Might Falls on Sentinel
1
50
One-Handed
I
Mace Etiquette
f
50
One-Handed
□
Words and Philosophy
]
50
Two-Handed
The Legendary Soncre Tor
nr
50
Two-Handed
“
King
i
50
Two-Handed
“
Song Of Hrormir
i
50
Two-Honded
z
BoFIte of Sonera Tar
i
50
Two-Honded
z
Enchanter's Primer
f
50
Enchanting
□
A Tragedy in Block
]
50
Enchanting
z
Twin Secrets
F
. 50
Enchanting
I I Catalogue of Weapon
1 — 1 Enchantments
1
50
Enchanting
□
Catalogue of Armor
Enchentments
1
50
Enchanting
□
Daughter of the Niben
1
60
Alteration
□
Breathing Water
Li
60
Alteration
□
Sithis
1
60
Alteration
□
Reality & Other Falsehoods
60
Alteration
Z
The Lunar Lorkhan
1
1
60
Alteration
□
The Doors of Oblivion
50
Conjuration
□
Liminal Bridges
1
50
Conjuration
z
2920, Hear Fire, v9
)
50
Conjuration
□
2920, Frostfall, vlO
1
50
Conjuration
Qj NAME
WEIGHT
VALUE
ASSOCIATED
SKILL
i The Warrior's Charge
1
50
Conjuration
Horrors of Costle Xyr
1
55
Destruction
Response to Bero's Speech
1
55
Destruction
A Hypothetical Treachery
1
55
Destruction
The Art of War Magic
\
55
! Destruction
Mystery of Tolaro, v3
1
55
Destruction
Incident at Necrom
1
60
Illusion
_
2920, Sun's Down, v2
1
60
Illusion
The Black Arts On Trial
1
60
Illusion
Before the Ages of Man
1
60
Illusion
Mystery of Talara, Part 4
1
60
Illusion
Withershins
1
55
Restoration
Racial Phylogeny
1
55
Restoration
The Exodus
1 55
Restoration
2920, Rain's Hand, v4
1
55
Restoration
Mystery of Talara, v 2
T
55
Restoration
A Game at Dinner
1
55
Alchemy
| Mannimorco, King of
1 — 1 Warms
1
55
Alchemy
Song of the Alchemists
1
55
Alchemy
De Rerum Dirennis
I
55
Alchemy
Herbalist's Guide to Skyrim
\
55
Alchemy
The Locked Room
1
75
Lockpicking
1 The Wolf Queen, vl
1
75
Lockpicking
Proper Lack Design
1
75
Lockpicking
R
NAME
WEIGHT
VALUE
SAMPLE LOCATION
APPROX
NUMBER
ACROSS
SKYRIM
FUNCTIONAL BOOKS
~| An Explorer's Guide to Skyrim
i e
[1 .00] Solitude (The Bards' College)
16
Adds Map Markers to several Stones of Fate.
_J The Legend of Red Eagle
1 5 [1 .00] Solitude (The Bards' College)
38
Starts Dungeon Quest: The Legend of Red Eagle.
Y Lost Legends
1 1 1 [1 .00] Solitude (The Bards' College)
24
Starts Side Quest: Forbidden Legend.
Boethiah's Proving
1 25
[4.20] Sepitmus Signus's Outpost
4
Starts Daedric Quest: Boethiah's Calling. Only appears after you reach Level 32.
COMMON BOOKS
T 6 Accords of Madness, v. VI
1 25
[3.06] Nightcaller Temple
1
2920, Evening Star, vl 2
i ii
[1.00] Solitude (Angleine's Aromatics)
3
2920, First Seed, v3
i ii
[7.00] Windhelm (Polace of the Kings)
3
2920, Sun's Dusk, vl 1
! "
[1.00] Solitude (Angleine's Aromatics)
3
2920, Sun's Height, v7
1 3
[9.16] Trevo's Watch
2
=
A Children's Anuad
1 6
[1.00] Solitude (The Bards' College)
21
=
| A Dance in Fire, vl
1 | 3
[1.00] Solitude (The Bards' College)
16
A Dance in Fire, v3
i 3
[1.00] Solitude (The Bards' College)
5
A Dance in Fire, v4
1 4
[1.00] Solitude (The Bards' College)
14
A Dance in Fire, v5
1 30
[9.00] Riften (Mistveil Keep)
1
A Dream of Sovngarde
1 8
[1.00] Solitude (The Bards' College)
15
□
A Gentleman's Guide to
Whiterun
1 3
[1 .00] Solitude (The Bards' College)
21
□
A Kiss, Sweet Mother
1 6
[1.00] Solitude (The Bards' College)
20
□
A Minor Maze
1 8
[1 .00] Solitude (The Bards' College)
14
SAMPLE LOCATION
Aedra and Daedra
1
5
[1.00] Solitude (The Bards' College)
29
Ahzirr Traajijazeri
1
4
[7.00] Windhelm (Palace of the Kings)
2
Alduin is Real
1
8
[1.00] Solitude (The Bards' College)
17
Amongst the Draugr
]
14
[1 .00] Solitude (The Winking Skeever)
Ancestors and the Dunmer
}
8
[1.00] Solitude (Angleine's Aromatics)
24
Antecedents of Dwemer Law
\
5
[1 .00] Solitude (The fiords' College)
40
Arcana Restored
1 25
[4.00] College of Winterhold (Arconaeum)
2
Argonian Account, Book 1
1
2
[1 .00] Solitude (The Bards' College)
1?
Argonian Account, Book 2
1
12
[1 .00] Solitude (Temple of the Divines)
3
Argonian Account, Book 3
1
i 3
[1 .00] Solitude (The Bards' College)
21
Argonian Account, Book 4
1
12
[4.07] Driftshade Refuge
2
□
Azura and the Box
}
10
[4.00] College of Winterhold (Hall of
Attainment)
6
□
■ Beggar Prince
1
S
[1.00] Solitude (The Bards' College)
45
□
Biography of Barenziah, vl
1
3
[1 .00] Solitude (The Bards' College)
44
□
Biography of Barenziah, v2
1
3
[1.00] Solitude (The Bards' College)
40
□
Biography of Barenziah, v3
3
3
[1.00] Solitude (The Bards' College)
49
□
Brief History of the Empire, vl 1 2
[1.00] Solitude (The Bards' College)
56
□
□
Brief History of the Empire, v2
1
2
[LOO] Solitude (The Bards' College)
57
Brief History of the Empire, v3 1
2
[1.00] Solitude (The Bards' College)
48
□
□
Brief History of the Empire, v4
1
2
[1.00] Solitude (The Bards' College)
46
Brothers of Darkness
1
30
[1.28] Kotariah (Dark Brotherhood Quest:
Hail Sithis!)
1
Y Cats of Skyrim
1
7
[4.00] College of Winterhold (Arcanaeum)
15
Y Chance's Folly
1
6
[4.00] College of Winterhold (Arconaeum)
34
92
The B.deriJcrotLs' V
S K Y RlM
THE INVENTORY
SAMPLE LOCATION
i Charwich-Koniinge Letters, vl
1
13
11 ,00} Solitude (The Bards' College) |
3
3 Charwich-Koniinge Letters, v3
1
13
[1.00] Solitude (Vittorio Vici's House)
1
3 Charwich-Koniinge, v2
1 13
[4.07] Driftshade Refuge 1
3 Chaurus Pie: A Recipe
1 11
[5.00] Markarth (Endon's House) 1
| Children of the Sky
T
25
[9.00] Riften (Ratway Warrens: Esbern's
Hideout)
2
3 Chimorvomidium
] 20
[4.20] Septimus Signus's Outpost
4
3 Chronicles of Nchuleft
1
30
[5.00] Markarth (Dwemer Museum)
1
3 Cleansing of the Fane
1
20
[Random Dungeon] (College of Winterhold ,
Radiant Quest: Valuable Book Procurement)
3 Darkest Darkness
1
5
[1.00] Solitude (The Bards' College)
47
3 Death of o Wanderer
1
12
[1 .00] Solitude (Castle Dour, Thalmor ,
Headquarters)
1 Dragon Language: Myth
— 1 no More
1
14
[5.31] Sky Haven Temple
1
3 Dunmer ofSkyrim 1
7
[1.00] Solitude (The Bards' College)
16
3 Dwarves, vl 1
10
[5.00] Markarth (Dwemer Museum Bookshelf)
6
3 Dwarves, v2
10
[5.00] Markarth (Dwemer Museum Bookshelf)
5
| Dwarves, v3 1
10
[5.00] Markarth (Arnleif and Sons)
2
3 Dwemer History and Culture
1
13
[1.00] Solitude (Castle Dour)
9
3 Dwemer Inquiries Vol 1
1
*
[5.00] Markarth (Dwemer Museum Bookshelf)
19
3 Dwemer Inquiries Vol II
1
6
[1.00] Solitude (The Bards' College)
16
3 Dwemer Inquiries Vol III
1
6
[5.00] Markarth (Dwemer Museum Bookshelf)
21
3 Effects of the Elder Scrolls
1
25 [4.00] College of Winterhold (Arcanaeum)
3
3 Fall from Gtery
1
8
[4.00] College of Winterhold (Arcanaeum)
20
Fall of the Snow Prince
1
11
[1.00] Solitude (Radiant Raiment)
2
Feyfolken 1
1
12 1 [1.00] Solitude (The Bards' College)
2
3 Feyfolken II
1
12 [1.00] Solitude (The Bards' College)
3
3 Feyfolken III
[ 7 ]
12
[4.00] Winterhold (Jarl's Longhouse)
2
3 Final Lesson
1 14 [5.34] Old Hroldan Inn
1
3 Eive Songs of King Wulffrarfli
1
30 [7.00] Windhelm (Palace of the Kings)
1
3 Flight from the Thalmor
1 13 [5.31] Sky Haven Temple
2
3 Forge, Hammer and Anvil
1
14
[4.07] Driftshade Refuge
1
3 Fragment: On Artaeum
I
20
[6.29] Fellglow Keep (College of Winterhold
Quest: Hitting the BoSks)
1
| Frontier, Conquest
M 1
5
[1.00] Solitude (The Bards' College)
29
3 Galerion The Mystic
i
6
[1.00] Solitude (The Bards' College)
34
3 Ghosts in the Storm
i
13
[8.00] Falkreath (Jarl's Longhouse)
2
| Glories and Laments
i
25
[1.28] Katariah (Dark Brotherhood Quest:
Hail Sithis!)
1
3 Gods and Worship
i
5
[1 .00] Solitude (The Bards' College)
31
| Great Harbingers 1
13
[6.00] Whiterun (Jorrvaskr)
1
| Hanging Gardens
l
30
[9.36] Largashbur
2
1 Harvesting Frostbite Spider
1 — 1 Venom
7
[1.00] Solitude (The Bards' College)
14
1 1 Herbane's Bestiary:
1 — 1 Automatons
i '
14
[4.00] College of Winterhold (Arcanaeum)
2
| Herbane's Bestiary: Hagravens
FT~
6
[1.00] Solitude (The Bards' College)
T8
3 Herbane's Bestiary: Ice Wraiths
1
7
[1.00] Solitude (The Bards' College)
16
3 Barker Attacks
i
4
[1.00] Solitude (Ihe Bards' College)
19
3 Immortal Blood
m
4
[1.00] Solitude (The Bards' College)
18
3 Imperial Report on Saarthal
i
13
[4.00] College of Winterhold (Arcanaeum)
3
3 Invocation of Azura
i
20
[1 .00] Solitude (The Bards' College)
1
| Killing -Before You're Killed
i
3
[1.00] Solitude (The Bards' College)
20
3 Kolb & the Dragon
i
2
[1.00] Solitude (The Bards' College)
18
3 Last King of the Ayleids
i
25
[6.29] Fellglow Keep (College of Winterhold
Quest: Hitting the Books)
1
_ Life of Uriel Septim VII
[l.OOI Solitude (The Bards' College)
□
Lyamthropk Legend of Skyrim
|
20
[6.00] Whiterun (Jorrvaskr)
i
□
Magic from the Sky
1
12
[9.02] Shroud Hearth Barrow
3
n
Mixed Unit Todies \
5
[1.00] Solitude (The Bards' College)
48
□
Mysterious Akevir
1
5
[4.00] College of Winterhold (Arcanaeum)
30
□
Mystery of IttlcKO, v 1
1
3
[1.00] Solitude (The Bards' College)
□
Mystery of lalnra, v5
n
[1 .00] Solitoda ffhe Sards' College!
□
□
n
Myths of Sheopafh 1
2
[1.00] Solitude (The Bards' College)
31
Nerevar Moon and Star
1
30
[5.00] Markarth (Dwemer Museum)
N'Gasta! Kvato! Kvakis!
I
20
[ 1 .00] Solitude (The Bards' College) 1
3 Nightingales: Fact a Fiction?
1 \
3
[4.00] College of Winterhold (Arcanaeum)
10
3 Nords Arise!
1
4
[1.00] Solitude (The Bards' College)
19
3 Nords of Skyrim
1
6
[1.00] Solitude (The Bards' College)
16
3 Ode T o The Tundrastriders
1
8
[1.00] Solitude (The Bards' College)
13
3 Of Crossed Daggers
1
5
[1 .00] Solitude (The Bards' College)
17
3 Of Fjori and Holgeir
1
6
[1.00] Solitude (The Bards’ College)
16
| Olaf and the Dragon
1
2
[1 .00] Solitude (The Bards' College) 1 9
3 On Oblivion
1
10
[1.00] Solitude (The Bards' College)
4
3 On Stepping Lightly
1
12
[1.00] Solitude (The Bards' College)
1
3 On the Great Collapse
1
12
[5.00] Markarth (Dwemer Museum Bookshelf)
6
3 Polio, volume 1
1
3
[1 .00] Solitude (Castle Dour Dungeons)
6
3 Polio, volume 2
1
10
[9.00] Riften (Elgrim's Elixirs)
1
| Pension of the Ancestor Moth
J_j
8
[1.00] Solitude (The Bards' College)
15
3 Physicalities of Werewolves
1
14
[8.11] Half-Moon Mill
2
3 Pirate King of the Abecean
1
6
[1 .00] Solitude (The Bards' College)
19
3 Remanada
1
20
[5.31] Sky Haven Temple
3
3 Report: Disaster at lonith
1
3
[1.00] Solitude (The Bards' College)
25
| Rising Threat, Vol. 1
1
6
[1.001 Solitude (The Bards' College)
13
3 Rising Threat, Vol. II
jl
6
[1.00] Solitude (The Bards' College)
14
3 Rising Threat, Vol. Ill
1
6
[1.00] Solitude (The Bards’ College)
16
3 Rising Threat, Vol. IV
33
6
[1.00] Solitude (The Bards' College)
14
| Ruins of KemeFZe
i
7
[6.00] Whiterun (Jorrvaskr)
22
3 Scourge of the Gray Quarter
i
8
[1 .00] Solitude (The Bards' College)
16
3 Shadowmorks
j ]
30
[9.00] Riften (The Rotway Cistern)
4
3 Shezarr and the Divines
rn
11
[1.00] Solitude (The Winking Skeever)
3
3 Short History of Morrowind
i
15
[1.00] Solitude (The Blue Palace)
4
3 Song of the Askelde Men
jJ
5
[1.00] Solitude (The Bards' ColEegeJ
16
3 Songs of Skyrim
i
10
[7.05] Kynesgrove (Broklwood Inn)
1
lr~ ~f -r i
3 Songs of Skyrim: Revised
i
14
[6.21] Pelagia Farm
3 Songs of the Return, Vol 19
i
6
[1.00] Solitude (The Bards' College)
)8
□
□
Songs of the Return, Vol 2
6
[1.00] Solitude (The Bards' College)
21
Songs of the Return, vol 24
i
30
[6.00] Whiterun (Jorrvaskr)
1
3 Songs of the Return, Vol 56
i
6
[1.00] Solitude (The Bards' College)
20
| Songs of the Return, Vol 7 l
6
[1.00] Solitude (The Bards' College) 17
3 Souls, Black and White
: i
20
H.00] College of Wmlsriitrid (Bull of
Attainment)
1
Sovngarde: A Reexamination 1
12
[9.00] Riften (Riften Jail) 2
3 Spirit of Nirn
i
6
[COO] Solitude (The Bards' College) 33
3 Spirit of the Daedra
i
25
[6.02] Rorikshead (Rorik's Manor) 1
| The "Madmen" of the Reach
1 7
[1 .00] Solitude (The Bards' College)
18
3 The Adabal-a
1
25
[1 .28] Katariah (Dark Brotherhood Quest: ?
Hail Sithis!)
3 The Alduin/Akatosh Dichotomy
1
8 [1.00] Solitude (The Bards' College) 1 2
OTHER ITEMS
Si>-
TRANING
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
s
NAME
^ U_i
5 B
LLl -=d[
SAMPLE LOCATION
A
N
A
^ >
A
SI
| The Amulet of Kings
1
6
[1.00] (The Bards' College)
22
3 The Apprentice s Assistant
1
12
[8.00] Falkreath (Corpslight Farm)
2
J The Arttunan Heresy
1
6
[1.00] Solitude (The Bards' College)
21
3 The Bear of Morkorth
1
8
[1.00] Solitude (The Bards' College)
17
n The Block Arrow, vl 1
2
[1 .00] Solitude (The Bards' College)
9
_j The Book of Daedra 1
s
[1.00] Solitude (The Bards' College)
42
The Book of the Dragonborn 1
12
[4.00] College of Winterhold (Arcanaeum)
4
The Cabin in the Woods
1
8
[1.00] Solitude (The Bards' College)
13
_J The Cake and The Diamond 1
S
[1.00] Solitude (The Bards' College)
47
I The City of Stone 1
4
[1.00] Solitude (The Bards' College)
24
The Code of Malacath
1 2 [1 .00] Solitude (The Bards' College)
23
|| The Dowry
1
11
[9.00] Riften (Mistveil Keep)
\
_| The Dragon Breok
1 14
[9.00] Riften (Ratway Warrens: Esbern's
Hideout)
2
The Dragon War
1
12
[9.00] Riften (Ratway Warrens: Esbern's
Hideout)
3
| The Falmer: A Study
1
11
[4.00] College of Winterhold (Arcanaeum)
3
_J| The Firmament
1
5
[1.00] Solitude (The Bards' College)
54
| | The Eirsthold Revolt
1
7
[1.00] Solitude (The Bards' College)
32
]] The Great War
l
6
[1 .00] Solitude (The Bards' College)
15
]] The Holds of Skyrim
1
3
[1.00] Solitude (The Bards' College)
19
| The Hope of the Redoran
1
5
[1 .00] Solitude (The Bards' College)
31
The Legendary Scourge
1
30
[Random Dungeon] (College of Winterhold
Radiant Quest: Valuable Book Procurement)
1
J The Lusty Argonian Maid, vl
1
14
[9.00] Riften (Haelga's Bunkhouse)
4
] The Lusty Argonian Maid, v2
1
14
[9.00] Riften (Haelga's Bunkhouse)
i
J The Madness of Pelagius
1
12
[6.00] Whiterun (Dragonsreach Jarl's Quarters)
i
J The Monomyth
1
8
[1.00] Solitude (The Bards' College)
13
| The Night Mother's Truth 1
25
[8.00] Falkreath (Jarl's Longhouse)
2
^ The Oblivion Crisis 1
6
[1.00] Solitude (The Bards' College)
■ 17
The Old Ways
1
30
[4.19] Fort Kastav
]
] The Pig Children
1
20
[1.00] Solitude (The Bards' College)
1
The Ransom of Zarek
| 1
2
[1.00] Solitude (The Bards' College)
14
^ The Real Barenziah, vl
1
5
[1 .00] SoliYude (The Bard£ College)
21
The Real Barenziah, v2
\
5
[1 .00] Solitude (The Bards' College)
41
]] The Real Barenziah, v3
1
5
[1 .00] Solitude (The Bards' College)
37
_J The Real Barenziah, v4
1
5
[1.00] Solitude (The Bards' College)
37
The Real Barenziah, v5
1
5
[6.00] Whiterun (Jorrvaskr)
25
| The Red Book of Riddles
1
30
[3.25] Nightgate Inn (Carried by Fultheim)
1
_] The Rise and Fall of the Blades
1
1 1 [4.00] College of Winterhold (Arcanaeum)
5
The Seed
1
10
[1.00] Solitude (The Bards' College)
3
The Song of Pelinal, vl 1
5
[9.00| Riften (Temple of Mara)
15
SAMPLE LOCATION
^ The Song of Pelinal, v2
^ The Song of Pelinal, v3
~^\ The Song of Pelinal, v4
^ The Song of Pelinal, v5
The Song of Pelinal, v6
^ The Song of Pelinal, v7
^ The Song of Pelinal, v8
^ The Tale of Dro'Zira
□ The Tabs Mistake
~^\ The Third Door
The Third Era Timeline
^ The True Nature of Ores
□ The Waters of Oblivion
U The Wild Elves
□ The Windhelm Letters
The Wispmother
The Wolf Queen, v2
The Wolf Queen, v3
]] The Wolf Queen, v4
^ The Wolf Queen, v5
~^\ The Wolf Queen, v6
The Wolf Queen, v7
]] The Wolf Queen, v8
]] The Woodcutter's Wife
□ There Be Dragons
| | Thief of Virtue
^ Treatise on Ayleidic Cities
Trials of St. Alessia
^ Troll Slaying
Uncommon Taste
^ Varieties of Daedra
^ Vernoccus and Bourlor
Wabbajack
] Walking the World, Vol XI
War of the First Council
^ Watcher of Stones
Words of Clan Mother Ahnissi
^ Wraith's Wedding Dowry
O Yellow Book of Riddles
Yngol and the Sea-Ghosts
5 j
[1.00] Solitude (The Bards' College)
18
5
[1.00] Solitude (The Bards' College)
15
5
[1 .00] Solitude (The Bards' College)
14
5
[1.00] Solitude (The Bards' College)
18
5
[1 .00] Solitude (The Bards' College)
12
5
[1.00] Solitude (The Bards' College)
11
5
[1.00] Solitude (The Bards' College)
12
11
[8.00] Falkreath (Dengeir's House)
2
7
[1 .00] Solitude (The Blue Palace)
18
11
[5.00] Markarth (Vlindrell Hall)
1
8
[1.00] Solitude (The Bards' College)
16
20
[5.38] Dushnikh Yal
4
30
[Random Dungeon] (College of Winterhold
Radiant Quest: Valuable Book Procurement)
1
25
[1.00] Solitude (The Bards' College)
~ }
7 *
[1 .00] Solitude (The Bards' College)
15
8
[4.00] College of Winterhold (Arcanaeum)
15
4
[1 .00] Solitude (The Bards' College)
22
4
[1 .00] Solitude (The Bards' College)
27
4
[1 .00] Solitude (The Bards' College)
17
4
[1 .00] Solitude (The Bards' College)
21
30
[6.00] Whiterun (Dragonsreach)
2
4
[1.00] Solitude (The Bards' College)
19
12
[1 .00] Solitude (Proudspire Manor)
2
8
[1.00] Solitude (The Bards' College)
14
11
[6.27] Riverwood (Sleeping Giant Inn)
1
5
[1.00] Solitude (The Bards' College)
42
25
[3.00] Dawnstar (The White Hall)
1
5
[1.00] Solitude (The Bards' College)
13
8
[1 .00] Solitude (The Bards' College)
15
3
[1 .00] Solitude (The Bards' College)
28
1
11
[3.06] Nightcaller Temple (Daedric Quest:
Waking Nightmare)
2
1
6
[1.00] Solitude (The Bards' College)
19
1
7
[1.00] Solitude (The Bards' College)
15
1
8
[1.00] Solitude (The Bards' College)
15
1
25
[5.00] Markarth (Dwemer Museum)
1
l
8
[1.00] Solitude (The Bards' College)
16
T 14
[4.00] Winterhold (The Frozen Hearth)
1
1 10
[1.25] Brine water Grotto
2
1 3
[1 .00] Solitude (The Bards' College)
31
1 5
[1.00] Solitude (The Bards' College)
37
#
The €fider *
S K Y R 1 M
THE INVENTORY
Table XII: Spell Tomes
A list of spell tomes. Cross-reference this list with the Spell Table (on page 70) to identify any restrictions.
SPELL TOMES
□
Spell Tome: Bane of the
Undead
I
1ZOO
Bane of the Undead
Spell Tome: Banish Daedra
1
346
Banish Daedra
Spell Tome: Blizzard
1
1350
Blizzard
| | Spell Tome: Bound
1 — 1 Bottleaxe
h
99
Bound Battleaxe
E
Spell Tome: Bound Bow
i
335
! Bound Bow
Spell Tome: Bound Sword
i
49
Bound Sword
_J Spell Tome: Call To Arms
i
1150
Call to Arms
_J Spell Tome: Calm
i
91
Calm
Spell Tome: Candlelight
i
44
Candlelight
Spell Tome: Chain
— 1 Lightning
i
390
Chain Lightning
| Spell Tome: Circle Of
— 1 Protection
h
650
Circle of Protection
^ Spell Tome: Clairvoyance
i
50
Clairvoyance
□
□
Spell Tome: Close Wounds
p
, 360
Close Wounds
Spell Tome: Command
Daedra
t
660
Command Daedra
| | Spell Tome: Conjure
1 — 1 Dremora Lord
F
730
Conjure Dremora Lord
□
Spell Tome: Conjure
Familiar
49
Conjure Familiar
1 | Spell Tome: Conjure Flame
1 — ! Atronach
99
Conjure Flame
Atronach
p
Spell Tome: Conjure Frost
Atronach
347
Conjure Frost
Atronach
□
Spell Tome: Conjure Storm
Atronach
690
Conjure Storm
Atronach
Spell Tome: Courage
i
46
Courage
Spell Tome: Dead Thrall
n
1270
Dead Thrall -
Spell Tome: Detect Life
i
332
Detect Life
Spell Tome: Detect Undead
u
600
Detect Dead
Spell Tome: Dragonhide
i
1389
Dragonhide
Spell Tome: Dread Zombie
ii
630
Dread Zombie
Spell Tome: Ebonyflesh
i
650
Ebonyflesh
Spell Tome: Expel Daedra
h
620
| Expel Daedra
Spell Tome: Fast Healing
1
94
Fast Healing
TEACHES SPELL
Spell Tome: Fear
fl
80
Fear
Spell Tome: Fire Rune
1
90
Fire Rune
Spell Tome: Fire Storm
1290
Fire Storm
Spell Tome: fireball
1
345
Fireball
Spell Tome: Fireball
1 96
Fireball
Spdf Tome: Borne (look
1
325
Flame Clock
Spell Tome: Flame Thrall
1
1260
Flame Thrall
Spell Tome; Flames
1
50
Flames
Spell Tome: Frenzy
1 330
j Frenzy
Spell Tome: frost Qoek
1
340
Frost Cloak
Spell Tome: frost Rune
1
f 92
i Frost Rune
Spell Tome: Frost Thrall
1
1300
Frost Thrall
. Spell Tome: Frostbite
1
47
Frostbite
Spell Tome: Fury
1
43
Fury
Spell to: Grand Healing
1
680
Grand Healing
Spell Tome: Greater Ward
1
341
Greoter Ward
Spell Tome: Guardian Circle
1
1220
Guardian Circle
Spell Tome: Harmony
1
1220
Harmony
Spell Tome: Heal Other
1
300
Heal Other
Spell Tome: Healing
1
50
Heeling
Spell Tome: Healing Hoads
39
Healing Hands
Spell Tome: Hysteria
1
1240
Hysteria
Spel Tome; Ice Spike
l
96
Ice Spike
Spell Tome: Ice Storm
1
360
Ice Storm
, Spell Tome: Icy Spear
1
725
ley Spear
Spell Tome: Incinerate
1
7t0
Incinerate
Spell Tome: Invisibility
1 H
625
Invisibility
Spell Tome: bonfieslr
1
341
Iranflesh
Spell to: Lesser Word
|l "
45
lesser Word
—
Spell Tome: lightning Bolt
l
95
Lightning Bolt
Spell Tome: lightning
- (took
t
355
Lightning Clook
u
Spell Tome: lightning Rune
1
93
lightning Rune
g
Spell Tome: Lightning
Storm
1
MOO
Lightning Storm
Spell Tome: Wagelight
fl
37
Mogeligfot
Spell Tome; Moss Paralysis
b
1280
Moss Porosis
Spell Tome: Mayhem
ji
1250
Mayhem
Spell Tome: Muffle
j
38
Muffle
—
Spell Tome: Ookftesh
1
44
Ookflash
Spell Tome: Pacify
f?
610
Pacify
Spall Tome: Paralyze
i
685
Paralyze
Spell Tame: Raise Zombie
i
49
Raise Zombie
Spell Tome: Rally
[t
300
Roily
□
□
Spell to; Reanimate
Corpse
Spell Tome: Repel lesser
Urtdead
99 Reanimate Corpse
333 Repel Lesser LlmJead
E
Spell Tome: Repel Undead
h
555
Repel Undead
E
Spoil lame: Revenant
1
340
Revenant
z
Spell Tome: Rout
1
653
Rout
c
Spell Tame: Saul Trap
1
100
Soul Trap
□
Spell Tome: Sparks
i '
46
Sparks
E
Sped Tome: Steadfast
Ward
l
92
Steadfast Word
E
Spell Tome: Stonellesh
1
95
Staneflesh
□
Spell Tome: Storm Thrall
1
1350
Storm Thrall
::
Spel! Tome: Telekinesis
1
326
Telekinesis
z
Spellto: Thunderbolt
750
Thunderbolt
1 1 Spell Tome: Transmute
l — 1 Mineral Ore
1
900
Transmute
f | Spell Tome: Tam Greater
1 — 1 Undeod
taiH
444
Turn Greater Undead
Z
Spel! to: Turn Lesser
Undeod
1
89
Turn lesser tJndead
Spell Tome: Turn Undead
1
393
Turn Undead
Spell to; Wall af Flames
680
Wall of Flames
Spell Tome: Wolf of Frost
j
700
Wall of Frost
Spell to: Walt of Storms
i
725
Wall of Storms
| | Spell to:
■ — 1 Woterbrenthing
340
Waterbreathing
3
l —
0 THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
i$> Table XIII: Potions
A list of all the standard potions and poisons in the realm, including usable potions acquired as part of a quest (like Vaermina's Torpor). Non-usable
potions (for example, potions you are asked to deliver to someone) are listed on a table in the Other Items section.
POTION NAME
WEIGHT
VALUE
EFFECT
POTIONS
□
Ice Wraith Essence
0,5
96
+20% Frost Resistance,
60s
Potion of Cura Disease
0.5
79
Cures all active diseases.
Cure Poison
0.5
31 j
Cures all active poisons.
Potion of Strength
0.5
170
+20 Carry Weight, 5m
Draught of Strength
0.5
266
+30 Carry Weight, 5m
Solution of Strength
as
365
+40 Carry Weight, 5m
Philter of Strength
wj
w"
+50 Carry Weight, 5m
Elixir of Strength
0,5
571
+60 Cany Weight 5m
Potion of Regeneration
0.5
31 1 +50% Healiti Regen r 5 m
Draught of Regeneration
0,5
380 +60% Health Regen, 5m
Solution of Regeneration
0.5
451 +70% Health Reg err, 5 m
PftiftBr of Regeneration
0.5
522
668
+80% Health Regen, 5m
+100% Health Regen,
5m
=
Elixir of Regeneration
0.5
Potion of Health
0,5
67
+20 Max Health, 60s
Draught of Kealih
0.5
145
+40 Max Health, 60s
Solution of Health
0.5
226
+60 Max Health, 60s
: Philter of Health
L 0.5 '
111
+80 Max Health, 60s
Elixir of Health
0.5
398
+100 Max Health, 60s
' Potion of Extra Magicka
0.5
58
*20 Mux Magic Sea, 60s
□
Draught of Extra
Magicka
0.5
124
+40 Max Mngidca, 60s
□
Solution of Extra
Mogkka
0.5
194
+60 Max Magidca, 60s
□
i Philter of Extra Mcgkko
0.5
266
+80 Max Magicka, 60s
□
Elixir of Extra Magicka
0.5 '
341
+100 Max Mogkka, 60s
□
n
' Potion of lusting
Potency
as
311
+50% Magicka Regen,
5m
Draught of Lasting
Potency
0.5
380
+60% Magicka Regen,
5m
| i Solution of Lasting
1 — 1 Putetray
0.5
451
+70% Magicko Regen,
5 m
P
Philter of lasting
1 Potency
0.5
522
+80% Mogickq Regen,
5m
] Elixir d Lasting Potency
0.5
668
+100% Mugldco
Regen, 5m
Potion oF Alteration
o.s
49
+25% Alteration, 60s
Draught of Alteration
0,5
106
+50^6 Alteration 60s
Philter of Alteration
0.5
165
*75 Alteration, 60s
Elixir of Alteration
0,5
227
+100% Alteration, 60s
■ —
Potion of Haggling
0.5
84
+10% Better F r :e;. 30s
Draught of Haggling
05
131
+15% Better Prices, 30s
Philter of Haggling
0.5
’ 180
+25% Better Prices, 30s
Elixir of Haggling
0.5
230
+30% Better Prices, 30s
Potion of the Defender
Ci
45
+10% Block, 60s
Draught of the Defender
0.5
70
+15% Block. 60s
Philter of the Defender
1L
96
+20% dock. 60s
FJ
POTION NAME
WEIGHT
Elixir of the Defender
0.5
123
+25% Block, 60s
Conjurer's Potion
0.5
61
+25% Conjuration, 60s
Conjurer's Draught
0.5
132
+50% Conjuration, 60s
Conjurer's Philter
0.5
207
+75% Conjuration, 60s
Conjurer's Elixir
0.5
284
+100% Conjuration, 60s
Potion of Destruction
0.5
96
+20% Destruction, 60s
Draught of Destruction
0.5 151
+30% Destruction, 60s
=»
Philter of Destruction
0.5
207
+40% Destruction, 60s
Elixir of Destruction
0.5
265
+50% Destruction, 60s
Enchanter's Potion
I 0.5 54
+10% Enchanting, 60s
—
Enchanter's Draught
0.5 84
+15% Enchanting, 60s
Enchanter's Philter
0.5 116
+20% Enchanting, 60s
Enchanter's Elixir
0.5 148
+25% Enchanting, 60s
Potion of the Knight
°-A.
45
+10 Heavy Armor, 60s
Draught of the Knight
0.5
70
+15 Heavy Armor, 60s
Philter of the Knight
0.5 96
+20 Heavy Armor, 60s
Elixir of the Knight
0.5 123
+25 Heavy Armor, 60s
Parian of Illusion
0.5
99
+25% Illusion, 60s
Draught of Illusion
0.5 212
+50% Illusion, 60s
| Philter of Illusion
0.5 331
| +75% Illusion, 60s
Elixir of Illusion
0.5 455
+100% Illusion, 60s
Skirmisher's Potion
! 0.5
45
+10 Light Armor, 60s
Skirmisher's Draught
0.5 70
+1 5 light Armor, 60s
Skirmisher's Philter
0.5 96
+20 light Armor, 60s
Skirmisher's Elixir
0.5 123
+25 Light Armor, 60s
Potion of Lockpicking
: 0.5 45
1+20% Lockpicking, 30s
Draught of Lockpicking
0.5 70
+30% Lockpicking, 30s
i Philter of Lockpicking
| 0.5
96
+40% Lockpicking, 30s
Elixir of lockpicking
0.5
123
+50% Lockpicking, 30s
Parian of True Shot
1 0.5
96
+20% Bow Domoge, 60s
Draught of True Shot
0.5
151
+30% Bow Damage, 60s
Philter of True Shot
0.5
207
+40% Bow Damage, 60s
Elixir of True Shot
0.5
265
+50% Bow Damage, 60s
|i Potion of the Warrior
0,5
96
| +20% One-Handed
| Damage, 60s
! Draught of the Warrior
0.5
151
+30% One-Handed
Damage, 60s
□
Philter of the Warrior
0.5
207
+40% One-Handed
Damage, 60s
b
Elixir of the Wnrriof
0.5
265
+50% One-Handed
Damage, 60s
Potion of Glibness
0.5
’ 96
i +20 Speech, 60s
Draught of Glibness
0.5
151
+30 Speech, 60s
Philter of Glibness
0.5
! 207 _
I +40 Speech, 60s
Elixir of Glibness
0.5
265
+50 Speech, 60s
Potion of Pickpocketing
0.5
96
+20% Pickpocket, 60s
Draught of Pickpocketing
0.5
151
+30% Pickpocket, 60s
1 . . ■■■ ■ -
H POTION NAME
L I .
WEIGHT
VALUE /
EFFECT
z
Philter of Pickpocketing
0.5
207
+40% Pickpocket, 60s
t
Elixir of Pickpocketing
0.5
265 +50% Pickpocket, 60s
□
Potion of the Healer
0.5
96
+20% Restoration, 60s
L_
Drought of trie Healer
0.5
1ST
+30% Restoration, 60s
□
Phifter of trie Healer
0.5
207
+40% Restoration, 60s
□
Elixir of the Healer
0.5
265
+50% Restoration, 60s
□
Blacksmith's Potion
0.5
67
+20% Smithing, 30s
□
Blacksmith's Draught
0.5
105
+30% Smithing, 30s
z
Blacksmith's Philter
0.5
.Z
+40s Smithing, 30s
□
Blacksmith's Elixir
0.5
185
+50% Smithing, 30s
r
Potion of Light Feet
0.5
45
+10% Sneak, 60s
u
Draught of tight Feet
0.5
70 +15% Sneak, 60s
□
Philter of tight Feet
0.5
96 +29% Sneak, 60s
r
Elixir of Light Feet
0.5
123
+25% Sneak, 60s
]] Potion of the Berserker
0.5
96
+208 Two-Handed
Damage, 60s
_j Drought of the Berserker
0.5
+ r, +30% Two-Handed
5 Damage, 60s
~^\ Philter of the Berserker
0.5
207
+4 0% Two-Handed
Damage, 60s
_| Elixir of the Berserker
0,5
« j r +50% Two-Handed
* Damage, 60s
| | Potion of Enhanced
J — ' Stamina
0.5
341
+20 Max Stamina, 5m
f | Draught of Enhanced
■ — J Stamina
0,5
731
+40 Max Stamina, 5m
| | Solution of Entranced
\ — J Stamina
0.5
1142
+60 Max Stamina, 5m
j | Philter of Enhanced
'■ — 1 Stamina
0.5
1568
+80 Max Stamina, 5m
i[ | Elixir af Enhanced
i — \ Stamina
0.5
341
+100 Max Stamina, 5m
_| Potion of Vigor
O.S
311
+50% Stamina Regan,
5m
Z
1 Draught d Vigor
0.5
330
+60% Stamina Regen,
5m
□
Solution of Vigor
0.5
451
+70% Stamina Regen,
5m
:□
Philter of Vigor
0.5
522
+80%. Slomino Regeo,
5m
□
Elixir d Vigor
0.5
668
+100% Stamina Regen,
5m
□
□
Potion of Brief Invisibility
Potion of Extended
Invisibility
0.5
0.5
214
334
Invisibly 20 s
Invisibly 30s
[ | Potion of Enduring
l — 1 Invisibility
0.5
459
Invisibility 40s
[ — | Potion of Prolonged
1 1 invisibility
0.5
5B7
Invisibility 50s
| Elixir d Fire Resistance
0.5
265
+508 Fire Resistance
Potion d Fhe Resistance
0,5
96
+20% Fire Resistance
D
i Drought of Fire
' Resistance
0,5
151
+30% Fire Resistance
96
v7
The B'der£cr;^ V
S I< Y R 1 M
THE INVENTORY
rmi
W
H
POTION NAME
1_LJ
1— LJ
g!
EFFECT
Phflto of Fire Resistance
0.5
207
+40% Fire Resistance
Elixir of Resistance Cold
0.5
265
+50% Frost Resistance
1 1 Potion of Resistance
1 — 1 Cold
0.5
96
+20% Frost Resistance
| | Draught of Resistance
1 — 1 Cold
0.5
151
+30% Frost Resistance
| | Philter of Resistance
LJ Cold
0.5
207
+40% Frost Resistance
| | Elixir of Magic
1 — 1 Resistance
0.5
247
+25% Magic Resistance
1 Potion of Magic n r
1 — 1 Resistance
90
+10% Magic Resistance
I 1 Draught of Magic
1 — ' Resistance
0.5
141
+15% Magic Resistance
1 1 Philter of Magic
1 — 1 Resistance
0.5
193
+20% Magic Resistance
| | Elixir of Shock
1 — 1 Resistance
0.5
265
+50% Shock Resistance
1 Potion of Shock « r
1 — 1 Resistance
96
+20% Shock Resistance
1 1 Draught of Shock
1 — 1 Resistance
0.5
151
+30% Shock Resistance
□
Philter of Shock g r
Resistance
207
+40% Shock Resistance
^ Potion of Minor Healing 0.5
17
Restore Health 25
^ Potion of Healing 0.5
36
Restore Health 50
1 1 Potion of Plentiful
1 — 1 Healing
0.5
57
Restore Health 75
| | Potion of Vigorous n r
1— J Healing ^
79
Restore Health 1 00
1 1 Potion of Extreme
1 — 1 Healing
0.5
123
Restore Health 1 50
1 1 Potion of Ultimate
1 — 1 Healing
0.5
251
Restore Health Full
Potion of Minor Magicka
0.5
20
Restore Magicka 25
_[ Potion of Magfdca 0.5
44
Restore Magicka 50
| | Potion of Plentiful
1 — 1 Magicka
0.5
69
Restore Magicka 75
1 1 Potion of Vigorous
1 — 1 Magicka
0.5
95
Restore Magicka 100
i I Potion of Extreme
' — 1 M&gfcka
0.5
148
Restore Magicka 1 50
■ 1 Potion of Ultimate n r
— : Magicka
150
Restore Magicka Full ~
□
Potion of Minor Stamina
0.5
20
Restore Stamina 25
□
Potion of Stamina
0.5
44
Restore Stamina 50
1 1 Potion of Plentiful
1 — 1 Stamina
0.5
69
Restore Stamina 75
I Potion of Vigorous
I I Stamina
0.5
95
Restore Stamina 1 00
| | Potion of Extreme
1 — 1 Stamina
0.5
148
Restore Stamina 1 50
1 1 Potion of Ultimate n r
1 — 1 Stamina ^
150
Restore Stamina Full
POISONS
I Weak Poison 0.5
58
Damage Health 15
Poison 0.5
103
Damage Health 25
Potent Poison
0.5
149
Damage Health 35
Virulent Poison
0.5
221
Damage Health 50
Deadly Poison 0.5
296
Damage Health 65
Weak Lingering Poison
0.5
12
Damage Health 1/s, 10s
Lingering Poison 0.5
18
Damage Health 1/s, 15s
] Potent Lingering Poison 0.5
40
Damage Health 2/s, 15s
^ Malign Lingering Poison 0.5
55
Damage Health 2/s, 20s
Deadly Lingering Poison , 0.5
86
Damage Health 3/s, 20s
D
POTION name
TH9I3M
LLJ
g;
EFFECT
□
Weak Magicka Poison
0.5
92
Damage Magicka 30
□
Magicka Poison
0.5
162
Damage Magicka 50
□
□
Potent Magicka Poison
Malign Magicka Poison
0.5
0.5
235
348
Damage Magicka 70
Damage Magicka 100
□
□
Deadly Magicka Poison
Lingering Magicka
Poison
0.5
0.5
465
10
Damage Magicka 130
Damage Magicka
ll/s, IQs
□
Enduring Magicka
Poison
0.5
15
Damage Magicka
1/s, 15s
Lasting Magicka Poison
0.5
33
Damage Magicka
2A15s
Persisting Magicka
1 — 1 Poison
0.5
45
Damage Magicka
2/s, 20s
□
Unceasing Magicka
Poison
0.5
71
Damage Magicka
3/s, 20s
□
Weak Recovery Poison
0.5
79
-100% Magicka Regen,
10s
□
Magicka Recovery
Poison
0.5
169
-1 00% Magicka Regen,
20s
Potent Recovery Poison 0.5
265
-100% Magicka Regen,
30s
Malign Recovery Poison
0.5
414
-1 00% Magicka Regen,
45s
31 Deadly Recovery Poison 0.5
568
-100% Magicka Regen,
60s
□
Weak Stamina Poison 0.5
75
Damaga Stamina 30
□
Stamina Poison 0.5
133
Damage Stamina 50
□
Potent Stamina Poison
0.5
192
Damage Stamina 70
□
Virulent Stamina Poison
0.5
285
Damage Stamina 100
□
Deadly Stamina Poison
0.5
380
Damage Stamina 130
Lingering Stamina
1 — 1 Poison
0.5
h
Damage Stamina
1/s, 30s
3 Enduring Stamina Poison
0.5
12
Damage Stamina
2/s, 30s
3 Lasting Stamina Poison
0.5
20
Damage Stamina
3/s, 30s
1 1 Persisting Stamina
1 — 1 Poison
0.5
27
Damage Stamina
4/s, 30s
| | Unceasing Stamina n r
1 — 1 Poison u - 5
35
Damage Stamina
SA 30s
’ Weak Vigor Poison
0.5
74
-1 00% Stamina Regen,
15s
3 Vigor Poison
0.5
159
-1 00% Stamina Regen,
30s
3 Potent Vigor Poison
0.5
248
-100% Stamina Regen,
45s
3 Malign Vigor Poison
0.5
341
-100% Stamina Regen,
60s
□
Weak Fear Poison
0.5
98
Fear (up to Lv5), 30s
□
Fear Poison 0.5
164
Fear (up to Lv8), 30s
□
Potent Fear Poison
0.5
281
Fear (up to Lvl 3), 30s
□
Virulent Fear Poison 0.5
402
Fear (up to Lvl 8), 30s
□
Deadly Fear Poison
0.5
526
Fear (up to Lv23), 30s
□
Weak Frenzy Poison 0.5
88
Frenzy (up to Lv5), 1 0s
□
Frenzy Poison
0.5
147
Frenzy (up to Lv8), 10s
□
Potent Frenzy Poison
0.5
252
Frenzy (up to Lvl 3), 10s
□
Virulent Frenzy Poison
0.5
360
Frenzy (up to Lvl 8), 10s
n
Deadly Frenzy Poison
0.5
472
Frenzy (up to Lv23), 1 0s
n
Weak Paralysis Poison
0.5
132
Paralysis, 3s
□
Paralysis Poison
0.5
233
Paralysis, 5s
□
Potent Paralysis Poison
0.5
337
Paralysis, 7s
□
Virulent Paralysis Poison
0.5
500
Paralysis, 1 0s
□
Deadly Paralysis Poison
0.5
781
Paralysis, 1 5s
Q POTION NAME
WEIGHT
U-l
1
EFFECT
~^\ Weak Aversion to Fire
0.5
116
-40% Fire Resistance,
30s
Aversion to Fire
0.5
164
-55% Fire Resistance,
30s
~^\ Potent Aversion to Fire
0.5
215
-70% Fire Resistance,
30s
Malign Aversion to Fire
0.5
266
-85% Fire Resistance,
30s
~^\ Deadly Aversion to Fire
0.5
318
-100% Fire Resistance,
30s
~^\ Weak Aversion to Frost
0.5
96
-40% Frost Resistance,
30s
~^\ Aversion to Frost
0.5
137
-55% Frost Resistance,
30s
Potent Aversion to Frost
0.5
179
-70% Frost Resistance,
30s
Malign Aversion to Frost
0.5
221
-85% Frost Resistance,
30s
Deadly Aversion to Frost
0.5
265
-1 00% Frost Resistance,
30s
~^\ Weak Aversion to Magic
0.5
193
-40% Magic Resistance,
30s
3 Aversion to Magic
0.5
274
-55% Magic Resistance,
30s
3 Potent Aversion to Magic
0.5
358
-70% Magic Resistance,
30s
1 1 Malign Aversion to
1 — ' Magic
0.5
443
-85% Magic Resistance,
30s
Deadly Aversion to
1 — 1 Magic
0.5
530
-100% Magic Resistance,
30s
3 Weak Aversion to Shock
0.5
135
-40% Shock Resistance,
30s
3 Aversion to Shock
0.5
192
-55% Shock Resistance,
30s
3 Potent Aversion to Shock
0.5
250
-70% Shock Resistance,
30s
1 1 Malign Aversion to
LJ Shock
0,5
310
-85% Shock Resistance,
30s
1 1 Deadly Aversion to
1 — 1 Shock
0.5
371
-1 00% Shock Resistance,
30s
3 Frostbite Venom
0.5
21
Damage Health 5/s,
Damage Magicka
5/s, 4s
THIEVES’ GUILD COMPOUND POTIONS
3 Potion of Conflict
0.5
115
+10 Light Armor, +15%
One-Handed Damage,
60s
3 Draught of Conflict
0.5
166
+15 Light Armor, +20%
One-Handed Domage,
60s
| Philter of Conflict
0.5
219
+20 Light Armor, +25%
One-Handed Damage,
60s
3 Elixir of Conflict
0.5
330
+30 LightArmor, +35%
One-Handed Damage,
60s
3 Grand Elixir of Conflict
0.5
443
+40 LightArmor, +45%
One-Handed Damage,
60s
3 Prime Elixir of Conflict
0.5
559
+50 Light Armor, +55%
One-Handed Damage,
60s
3 Potion of Escape
0.5
351
Invisibility 30s, Restore
Health 25
3 Draught of Escape
0.5
495
Invisibility 40s, Restore
Health 50
□ Philter of Escape 0.5 580 ^ 45$ ' ReS,0re
□ ElixirofEscape 0.5 655 j^ 50 ^
□ GrandElixirof Escape 0.5 753 Restore
TRANING
THE INVENTORY
OTHER ITEMS
THE BESTIARY QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
Q
POTION name
WEIGHT
=
EFFECT
□
Prime Efim of Escape
0.5
340
Inability 60s, Restore
Heolth 150
□
Potion of Keenshot
0.5
74
+15% Bow Damage,
+5% Stamina Regen,
60s
□
Draught of Keensfat
0.5
102
+20% Bow Damage,
+7% Stamina Regen,
60s
□
Philter of Keenshot
0.5
131
+25% flow Damage,
+9% Stamina Regen,
AOs
□
Elixir of Keenshor
0.5
161
+30% flow Damage,
+11% Stomino Regen,
AOs
□
Grand Elixir of Keenshot
0.5
191
+35% Bow Damage,
+15% Stamina Regen,
AOs
□
Prime Elixir of Keenshat
0.5
221
+40% Sow Damage,
+15% Stamina Regen,
60s
□
Potion of Larceny
0.5
140
+1 5% Lockpicking,
+15% Pickpocket
Ei POTION NAME
WEIGHT
VALUE
EFFECT
3 Draught of Larceny
0.5
192
+20% IMpicking,
+20% Pickpocket
3 Philter of Larceny
0.5
24A
+25% Lodtpkking,
+25% Pickpocket
3 Elixir of Larceny
0.5
302
+30% Lockpicking,
+30% Pickpocket
3 Grand Elixir of Larceny
0.5
35fl
+35% Lockpicking,
+35% Pickpocket
3 Prime Elixir of Larceny
0.5
414
+40% Lockpicking,
+40% Pickpocket
3 Potion of Plunder
0.5
511
+20 Carry Weight, +20
Max Stamina, 5m
3 Drought of Plunder
0.5
m
+30 Corn/ Weight, +30
Max Stamina, 5m
3 Philter of Plunder
0.5
1096
+40 Carry Weight, +40
Mox Stamina, 5m
3 ^ Plunder
0.5
1402
+50 Carry Weight, +50
Max Stamina, 5m
| | Grand Elixir of Plunder
0.5
1713
+60 Carry Weight, +60
Max Stamina, 5 m
3 Prime Elixir of Plunder
0.5
2029
+70 Carry Weight, +70
Max Stamina, 5m
H POTION NAME
WEIGHT
i— i_i
EFFECT
QUEST POTIONS
3 Lotus Extract
0.5
86
Damage Health 6/s, 10s
3 Ice Wraffti Bone
0.5
221
Damage Health 50
3 Nightshade Extort
0.5
12
Damage Health 1, 10s
3 Sleeping Tree Sop
0.5
100
+100 Max Health, Slow
25%, 45s
3 Esbern's Potion
0.5
250
Dragons do 25% less
damage.
Vaermina’s Torpor
0.5
0
Enter the dreams of those
around you.
3 The White Phial (Full)
0.5
341
Varies by effect.
Philter of the Phantom
0.5
50
Look like a ghost for 30s.
3 Fainter Blood Elixir
0.5
1
Restore Health 1
3 Velvet LeChance
0.5
5
Restore Stamina 25
3 White-Gold Tower
0.5
*
Restore Stamina 25
| Cliff Racer
0.5
5
Restore Stamina 25
j^> Table XIV: Other Items
This section lists all of the other major items you can find in Skyrim.
ESI name
i
s
UJ
CO)
u
EFFECT
SCROLLS
While these scrolls are the most common, you may occasionally find a scroll that casts a lesser spell.
! Scroll of Bane of the Undead
0.5
500
Bane of the Undead
3 Scroll of Blizzard
0.5
500
Blizzard
3 Scroll of Call to Arms
0.5 500
Call to Arms
11 Scroll of Dead Thrall
0.S
500
Dead Thrall
3 Scroll of Dragonhide
0.5
250
Dragonhide
3 ; Scroll of Fire Storm
0.5
500
Firestorm
3 Scroll of Flame Thrall
0.5
500
Flame Thrall
«
3 Scroll of Frost Thrall
0.5
500
Frost Thrall
j Scroll of Guardian Circle
0.5
250
Guardian Circle
3 Scroll of Harmony
0.5
500
Harmony
3 Scroll of Hysteria
0.5
500
Hysteria
0.5 500 Mass Paralysis
□ Scroll of Moyfiem 0.5 500 Mayhem
3 Scroll oF Storm Thrall 0.5 500 Storm Thrall
□ Sholidor's Insights: Alteration* 0.5 50 [^Mteration spells cost 50% less and lost 100%
□ Sholidor's Insights: Conjuration* - 0.5 50 jJJ- Co "' u,ation cost 50% less and last 100%
□ Sholidor's Insights: Destruction* 0.5 50 Destruction spellscost50%less and last 1 00%
| | Sholidor's Insights: Illusion*
| | Sholidor's Insights: Magicka*
□ Sholidor's Insights: Restoration* 0.5 50 j^' R est°rotion spells cost 50% less and last 100^
*Note: Reward for College of Winterhold quest Sholidor's Insight.
□ J'zargo’s Flame Cloak Scroll 0.5 100 Flame Cloak, explodes rrear undead.
Note: Questitem for College of Winterhold quest J'zargo's Experiment.
n r rn For 2m, Illusion spells cost 50% less and last 100%
U - b bU longer.
n r rn For 2m, +1 00 Magicka and +1 00% Magicka
Regeneration.
INGOTS
Iran Ingot
1 7
Steel Ingot
I 20
Owarven Metal Ingot
1 30
Corundum Ingot
1 40
Orichclcum Ingot
1 45
Silver Ingot
1 SO
Quicksilver Ingot
1 60
Refined Moonstone
1 75
Gold Ingot
1 100
Refined Malachite
1 100
Ebony Ingot
1 150
SBBil
^E5i NAME
£
CD
l_l_!
■ ‘-4
ORE
GEMS
|, Iron Ore
1
1 2
| | Garnet
0.1
100
| Corundum Ore
1
20
3 Amethyst
0.1
120
3 Orichalcum Ore
1
20 ;
3 Flawless Garnet
0.1
150
| Quicksilver Ore
1
25
3 Flawless Amethyst
0.1
180
[ Silver Ore
1
25 ;
3 Ruby
0.1
200
3] Malachite Ore
1 30
3 Flawless Ruby
0.1
350
| Moonstone Ore
>
30
3 Sapphire
0.1
400
| Gold Ore
1 50
3 Flawless Sapphire
0.1
500
3 Ebony Ore
1 1
60
3 Emerald
0.1 !
600
Flawless Emerald
0.1 750
3 Diamond
0.1 800
| Flowfess Diamond
0.1 1000
-
w ^
The Suder Scrolls V
SKYRIM
iili)
THE INVENTORY
El NAME
WEIGHT
U 4
—i
LEATHER & HIDES
, Leather
2
10
_| Leather Strips
0.1
3
^ Goat Hide
1
S
Fox Pelt
E3
0.5
$1
^ Snow Fox Pelt
0.5
7
Wolf Pelt
1
10
Ice Wolf Pelt
1
15
Deer Hide
2
10
^ Cow Hide
2
10
Horse Hide
1
15
^ Bear Pelt
3
50
El NAME
5
UJ
UJ
=3
| Cave Bear Pelt
3
~^\ Sabre Cat Pelt
2
25
]] Sabre Cat Snow Pelt
2
40
Snow Bear Pelt 3
75
i— i— ■
NAME
eg
by
3 EFFECT
FOOD
| | Alto Wine
0.5
12
Restore Stamina 1 5
^ Apple Cabbage Stew
0.5
8
Restore Health 10,
Restore Stamina 1 5
~^\ Apple Pie
0.5
5
Restore Health 10
^ Baked Potatoes
0.1
2
Restore Health 5
Beef Stew
0.5
8
+25 Max
Stamina/1 2m,
Regenerate Stamina
2/s for 12m
~^\ Black-Briar Mead
0.2
25
Restore Stamina 20
Black-Briar Reserve
0.5
100
Restore Stamina 30
Boiled Creme Treat
0.5
4
Restore Health 10
| Bread
0.2
2
Restore Health 2
Bread
0.2
2
Restore Health 2
Cabbage
0.25
2
Restore Health 1
Cabbage Potato Soup
0.5
5
Restore Health 10,
Restore Stamina 10
_] Cabbage Soup
0.5
5
Restore Health 10,
Restore Stamina 1 0
~^\ Carrot
0.1
1
Restore Health 1
1 | Charred Skeever Meat
0.2
4
Restore Health 2
Chicken Breast
0.2
3
Restore Health 2
J Clam Meat
0.1
1 :
Restore Health 1
^ Cooked Beef
0.5
5
Restore Health 10
~^\ Dog Meat
0.2
3
Restore Health 2
~^\ Eidar Cheese Wedge
0.25
5
Restore Health 1
Eidar Cheese Wheel
2
13
Restore JHealth 1 5
~^\ Elsweyr Fondue
0.5
5
+100 Max
Magicka/1 2m, +25%
Magicka Regen/1 2m
i—
El NAME
C_D
UJ
3=
VALUE
EFFECT
3 Goat Cheese Wedge
0.25
4
Restore Health 1
H Goat Cheese Wheel
2
10
Restore Health 1 5
~^\ Gourd
0.2
1
Restore Health 1
Green Apple
0.1
3
Restore Health 2
~^\ Grilled Chicken Breast
0.2
4
Restore Health 5
| | Grilled leeks
0.1
2
Restore Health 6
~^\ Homecooked Meal
5
1
+25% Health,
Magicka, and Stamina
Regen/1 0m
~^\ Honey
0.1
2
Restore Health 2
~^\ Honey Nut Treat
0.1
2
Restore Health 5
~^\ Honningbrew Mead
0.5
20
Restore Stamina 20
]] Horker Loaf
1
4
Restore Health 1 0
~^\ Horker Meat
1
3
Restore Health 1
]] Horker Stew
0.5
8
Restore Health 1 5,
Restore Stamina 1 5,
Regenerate Health 1/s
/12m
~^\ Horse Haunch
2
4
Restore Health 1 0
~^\ Horse Meat
2
3
Restore Health 2
Leek
0.1
1
Restore Health 1
]] Leg of Goat
1
3
Restore Health 2
~^\ Leg of Goat Roost
\
4
Restore Health 10
Long Taffy Treat
0.1
3
Restore Health 10
~^\ Mammoth Cheese Bowl
0.5
3
Restore Health 10
Mammoth Snout
3
6
Restore Health 5
~^\ Mammoth Steak
2
8
Restore Health 1 0
Nord Mead
0.5
5
Restore Stamina 1 5
Q
NAME
WEIGHT
VALUE
EFFECT
Pheasant Breast
0.2
3
Restore Health 2
Pheasant Roast
0.2
4
Restore Health 5
~^\ Potato
0.1 1
Restore Health 1
Rabbit Haunch
0.1
3
Restore Health 5
^ Raw Beef
0.2
4
Restore Health 2
Raw Rabbit Leg
0.1
2
Restore Health 2
^ Red Apple
0.1
3
Restore Health 2
~^\ Salmon Meat
0.1
3
Restore Health 2
^ Salmon Steak
0.1
4
Restore Health 5
Seared Slaughterfish
0.1
5
Restore Health 5
^ Sliced Eidar Cheese
2
10
Restore Health 15
□
Sliced Goat Cheese
2
8
Restore Health 1 5
□
Spiced Wine
0.5
7
Restore Stamina 25
□
Sweet Roll
0.1
2
Restore Health 5
□
Tomato
0.1
4
Restore Health 1
□
Tomato Soup
0.5
5
Restore Health 10,
Restore Stamina 1 0
□
Vegetable Soup
0.5
5
Regenerate Health
1 /1 2m, Regenerate
Stamina 1 /12m
□
Venison
2
4
Restore Health 2
^ Venison Chop
2
5
Restore Health 5
Venison Stew
0.5
8
Restore Stamina 1 5,
Regenerate Health
1/1 2m, Regenerate
Stamina 1/1 2m
| Wine
0.5
7
Restore Stamina 1 5
DRAGON CLAWS
□ [10.05]
Skuldafn
Diamond Claw
Fox, Moth, Dragon
1000
□ [2.04]
Dead Men's Respite
Ruby Dragon Claw
Wolf, Hawk, Wolf
400
J [2.08]
Folgunthur
Ivory Dragon Claw
Hawk, Hawk, Dragon
200
□ [3.22]
Korvanjund
Ebony Claw
Fox, Moth, Dragon
800
□ 14.30]
Yngol Barrow
Coral Dragon Claw
Snake, Wolf, Moth
150
□ [539]
Reachwater Rock
Emerald Dragon Claw
Bear, Whale, Snake
600
2 [5.42]
Valthume
Iron Claw
Dragon, Hawk, Wolf
75
□ [838]
Bleak Falls Barrow
Golden Claw
Bear, Moth, Owl
100
IBIZONE# closest location
NAME
GLYPH SEQUENCE VALUE
2 [9.01] Irasleod
Sapphire Dragon Claw
Moth, Owl, Wolf 500
2 [9.45! Forelhost
Gloss Claw
Fox, Owl, Snake 700
CAPTURED CRITTERS
~^\ [3.19] Duskglow Crevice
Moth in a Jar
t l
U [4.06] Frostflow Lighthouse
Torchbug in a Jar
1 1
]] [5,38] Dushnikh Yal
Dragonfly in a Jar
1 1
[9.09] Alchemist's Shack
Butterfly in a Jar
1 1
[9.29] Goldenglow Estate
Bee in a Jar
1 1
El NAME
WEIGHT
VALUE
CLUTTER
Many items have variants with different weights
and values than rtirae listed below.
j Brake!
0.5 1
Bellows
1 1
Bent Dwemer Scrap Metal
2 15
1
B
] Bloody Rogs
1
l
n ^
0.5
5
]] Broken Iron Mace Handle
5
5
Broken Iron Moce Head
8
5
^ Broken Iron Sword Blade
6
5
El NAME
55
i— i_i
UJ
u
_j Broken bn Sword Handle
3
5
_| Broken Iron War Axe Handle
5
5
Broken Iron War Axe Head
6
5
| | Broken Steel Battle Axe
' — 1 Handle
9
10
OTHER ITEMS
J Broken Steel Battle Axe Head 12 10
□ Broken Steel Grealsword
Blade
□ BrokenSteel Greatsword
Handle
# THE INVENTORY
THE BESTIARY
ATLAS OF SKYRIM
TRANING
QUESTS
APPENDICES AND INDEX
Qname
WEIGHT
Broken Steel Sword tafe
b
10
]] Broken Steel Sword Handle
4
10
□
Broken. Steel Worhommer
Handle
10
10
□
Broken Sled Worhormtier
Head
IS
10
Broom
I
]
Bucket
as
1
1 1
Burned Bock
2
0 .
Candestid
1
25
Candlestick
1
25
Cast Iron Pot
6
8
Charcoal
0.5
2
Chourus Cfortin
4
50
I Clothes Iron
3
7
Cup
0.5
5
Dragon Bone
15
500
Dragon Scales
10
250
Drum
4
10
Dwemer Cup
0.5
6
Dwemer Dish
0,5
8
Dwemer Gear
2
15
Dwemer Gyro
2
~T5~1
Dwemer Lever
2
15
Dwemer Pan
0.5
8
Dwemer Pan
3
10
j Dwemer Plate
1
8
Dwemer Scrop Metal
2
15
Embalming Tool
0.5
3
Empty Wine Bottle
0.5
1
Firewood
5
5
Flagon
0.5
1
Flower Basket
1
5 i
□
Flute
2
25
I
Goblet
0.5
5 !
Hammer
3
1
□
Horker Tusk
1
15 |
Imperial War Horn
' S
70
Inkwell
0.3
1
Jog
2
10
Kettle
2
4
Knife
0.5
6
Lantern
?
1
□
Large Decorative Dwemer
1 Strut
15
!
10
Large Dwemer Plate Metal
?
^ i
Large Dwemer Strut
20
15
Linen Wrap
3
2
Lockpick
0
2
Lute
4
25
Mammoth Tusk
5
150
Nord War Horn
i s
70
Pitchfork
4
1
Pitchfork
<
1
Z
Plate
0.5
100
Tre BlderBcroils V
SKY RIM
<Q
larrin Root
0.5
100
Heart of Winter
0.5
100
Torture Tools
2
15
Empty Skooma Bottle
0.5
0
Habd's Remains
1
0
—
Balwen’s Ornamental Ring
3
0
1
Katarina's Ornamental Ring
3
0
=
Pithi's Ornamental Ring
3
0
Treats Ornamental Ring
3
0
Sack's Skull Key
0.3
100
Torstens Ski Key
0.3
TOO
Iron Claw
0.5
75
Opaque Vessel
0
0
Strange Gem
0.5
0
Ancient Traveler's Skull
5
0
Dwemer Bowl
2
20
Centurion Dynamo Core
4
131
Dwemer Cog
10
5
Ysgramor's Soup Spoon
0.5
3
Spiced Beef
0.5
4
Stros M'Kai Rum
0.5
12
Sapphire Dragon Claw
0.5
500
Klimmek's Supplies
0
0
Mark of Dibella
0.5
0
Wylandriah's Spoon
0
0
Quicksilver Ore
1
25
Black-Briar Mead Keg
20
0 |
Sylgja's Satchel
0
0
Vetner's Satchel
0
0
Burial Urn
T
0
Firebrand Wine
0.5
137
Kordir's Skooma
0.5
20
Dragon's Breath Mead
0.5
5
Quill of Gemination
0.1
150
Sealed Scroll
0.5
0
Stallion's Potion
0.5
341
Focusing Crystal 1
10
Tore of Labyrinthian
1
10
Tolftfir's Alembic
2
0
Petty Soul Gem
0.5
0
Warped Soul Gem
0.5
0
Dragon Heartscales
10
250
Mead with Juniper Berry
0.5
5
Dragonstone
25
0
Hern of Jurgen Windcaller
4
0
Map of Dragon Burials
0
0
Cdavkin Brandy
0.5
100
Lexicon
0
0
Potema's Skull
0
0
Briar Heart
1
0
Mommofo Tusk Powder
0.5
0
Nurelion's Mixture
5
15
Unmelting Snow
1
0
The White Phial (Empty)
0.5
0
Cracked White Phial
0.5
0
Golden Claw
0.5
100
Michaela's Flagon
0.5 |
1
Jessica’s Wine
0.5
12
Sigil Stone
0
0
Skooma
0.5
20
Tnrygg's War Horn
5
0
Package for Grelka
2
0
Package for Verner
2
0
Dibella Statue
2
100
Statue of Dibella
3
100
Eldergleam Sap
1
0
Eldergleam Sapling
1
0
Honey Jar
1
0
Pest Poison
0.5
0
Firebrand Wine Case
6
0
Calcelmo's Stone Rubbing
0.5
0
Mercer's Plans
0.5
0
Skeleton Key
0,5
0
Coinpurse
0
0
Crown of Barenziah
0
0
Barenziahs Crown
0
0
5 Unusual Gem
0.5
200
Satchel of Moon Sugar
0
0
Queen Bee Statue
0
0
Honningbrew Decanter
0
0
_
| East Empire Shipping Map
0
Model Ship
0
0
Dwemer Puzzle Cube
0
1 0
Bust of the Gray Fox
0
0
Right Eye of the Falmer
5
2500
Left Eye of the Falmer
5
2500
Jeweled Candlestick
0
a
Ornate Drinking Horn
0
0
i Jeweled Flagon
0
a
Jeweled Goblet
0
0
Golden Urn
0
0
Jeweled Pitcher
0
0
Golden Ship Model
0
0
Silver Candlestick
1
75
Curious Silver Mold
1
250
Balmora Blue
0.5
67
Cyradilic Brandy
0.5
150
Double-Distilled Skooma
0.5
44
Gifdertpen Sapling
8
0
Fragment of Wuuthrad
2
0
Pantea's FTufe
2
25
Rjorn's Drum
4
10
Finn's Lute
4
25
THE INVENTORY
I'M zm QiLliJI
THE BESTIARY OF SKYRIM
The wild and untamed lands of Skyrim are teeming with adversaries, from the wretched to the powerful, and the monstrous to the meek. This chapter
presents them alphabetized by type, so you can identify the foes you're about to engage in battle. This allows you to identify weaknesses that you can
exploit, bolster your defenses against the spells and abilities your enemies will use, and know what kind of loot to expect. Heed the following notes before
exploring the Bestiary in detail.
® MINOR SPOILERS
BESTIARY ADVICE
£> Enemies
Enemies that are members of one the ten races that you can choose from have all the benefits of their race (which you can
read about at the start of the Training Chapter) in addition to any statistics indicated in the Bestiary below.
For example: a High Elf Warlock has a higher Magicka than indicated due to their Highborn Magicka racial ability. A
Breton Warlock will be more resistant to spells because of their Magic Resistance ability. A Nord Warlock will shrug off frost
spells (Frost Resistance), while a Dark Elf Warlock will be more resistant to fire (Eire Resistance).
As your level increases, the difficulty of the enemies you encounter will typically increase in stages. This is most visible when
you read the name of your adversaries, which usually indicates their level. For example, a 'Novice Necromancer' (Level 1 )
is noticeably weaker than an 'Apprentice Necromancer' (Level 6) or a 'Master Necromancer' (Level 36).
A few characters (such as your followers) work differently: their level will gradually increase as your level does, though
possibly at a slower rate.
Ordinary Citizens of Skyrim and unique enemies for particular Quests are not listed in this section. The vast majority of
unique enemies borrow their statistics from a related creature that is on the chart, perhaps with a slight change to their
weapons, armor, or spells.
For example, all of the Civil War Military Camps have a commander with a unique name. However, these are simply
named versions of the "Imperial Legate" or "Stormcloak Commander" characters in the Bestiary.
8> Items and Spells
Italics indicate that an item carried by an enemy is leveled. The higheryour level, the higher the quality of the item
the creature may have (though lower-quality items will still continue to appear).
(Parenthesis) indicate that an item may or may not be present; there is a random chance per creature.
A / Slash indicates that one of the items will be present, while the others will not.
[Brackets] indicate that the version of the item carried by the creature cannot be looted from their body. For
example, most Draugr armor can't be taken from Draugr corpses.
THE BESTIARY CHART LEGEND
COLUMN
NOTES
Name
Name of the creature as it appears on-screen when
you encounter it.
Subtype
Not visible in game, this field provides a title or
description to help to help identify the creature if the
name isn't sufficient on its own.
Lv
Level of the creature. This roughly suggests the level
at which you should be able to reasonably defeat it.
Depending on your particular mix of Skills and Perks,
your actual experience may vary.*
Health
The creature's base Health.
Magicka
The creature's base Magicka.
Stamina
The creature's base Stamina.
Weapons
The weapon (s) the creature possesses.
Armor
he armor the creature wears.
Items
Any loose items the creature carries.
Spells
The creature's list of spells or spell-like special abilities*
Notes
Any special properties, such as elemental weaknesses
or resistances that may affect how you choose to fight
the creature.
NOTE * If a Level number is starred (for
example, "30*"), this creature is
ane thot levels with you: As your level and statistics
increase, so will its level and statistics. The values
in the table represent the creature's stats for the
indicated level, which is often the creature's lowest
passible level.
Many creatures are also listed as having some kind of general Loot Items (for example, Draugr Loot). These are
typically random collections of small items (food, ingredients, etc.) that the entity may be carrying; they may have none,
one, or several of these items on them when killed. For each creature type, a brief summary of the kinds of items they're
likely to be carrying is provided.
3> Afflicted
NOTE A Nate on Ghosts
All ghosts use the statistics, spells,
and abilities of their original forms (often Bandits or
Draugr). They disintegrate into Edopfasm when killed.
The Afflicted of Peryite have a damaging Vile Vapor ability in addition to their normal attacks.
AFFLICTED
-ARCHERS
NAME
SUBTYPE
-3
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
Afflicted
Archer
1
30
25
70
Bow, Arrows
Clothes, Gloves, Hat, Boots
(Lockpidc), (Grid)
Vile Vapor
Afflicted
Archer
5
74
25
86
Bow, Arrows, Iron Dagger
Clothes, Gloves, Hat, Boots
(Lockpick), (Grid)
Vile Vapor
Afflicted
Archer
9
Tib
25
102
Bow, Arrows, Steel Dagger
Clothes, Gloves, Hot, Boots
(Lockpick), (Gold)
VileVopor
Afflicted
Archer
14
173
25
122
Bow, Arrows, Steel Dagger
Clothes, Gloves, Hat, Boots
(lockpick), (Gold)
Vile Vapor
Afflicted
Archer
19
223
25
142
Bow, Arrows, Steel Dagger
i Clothes, Gloves, Hat, Boots
. V. • . (Gold)
Vile Vapor
Afflicted
Archer
24
283
25
162
Bow, Arrows, Steel Dogger
Clothes, Gloves, Hat, Boots
(Lockpick), (Gold)
Vile Vapor
<£T
BESTIARY ADVICE . AFFLICTED
QUESTS
7 $>-
101
TRANING
THE INVENTORY
THE BESTIARY
ATLAS OF SKYRIM
APPENDICES AND INDEX
AFFLICTEI
[1 -GUARDIANS
NAME
SUBTYPE
HEALTH
MAGICKA
-=z
1
v-t
WEAPONS
ARMOR
ITEMS
SPELLS
Afflicted
Guardian
t
30
25
70
1H Weapon
(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield
(Lockpick), (Gold)
Vile Vapor
Afflicted
Guardian
5
94
25
86
1 H Weapon
(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield
(Lockpick), (Gold)
Vile Vapor
Afflicted
Guardian
9
118
25
102
1H Weapon
: (Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield
(Lockpick), (Gold)
Vile Vapor
Afflicted
Guardian
14
173
25
122
1 H Weapon
(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield
(Lockpick), (Gold)
Vile Vapor
Afflicted
Guardian
19
22fl
25
142
1 H Weapon
(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield
(Lockpick), (Gold)
Vile Vapor
Afflicted
Guardian
24
283
25
162
1 H Weapon
(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield
(Lockpick), (Gold)
Vile Vapor
AFFLICTED -MAGES
Afflicted
Afflicted
30 TOO 70 iron Dagger
66 124 70
Mage Robes, Boots (Lockpick), (Gold) (Frostbite / Flames / Sparks), Healing, Oakflesh, Lesser Ward, Vile Vapor
Afflicted
Mage
9
102
123
70
Steel Dagger
Mage Robes, Boots
(Lockpfck), (Gold)
(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Stoneflesh, Steadfast Ward, Vile Vapor
Afflicted
Mage
14
147
153
70
Dwarven Dagger, Iron Dagger
Mage Robes, Boots
(Lockpick), (Gold)
(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Stoneflesh, Steadfast Ward, Vile Vapor
Afflicted
Mage
' 19
192
183
70
Dwarven Dagger, Iron Dagger
Mage Robes, Boots
(Lockpick), (Gold)
(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Stoneflesli, Steadfast Ward, Vile Vapor
AFFLICTED -WARRIORS
NAME
uu
a_
E
03
l/l
Afflicted
Worrier
[ 1
30
25
70
1 H Weapon
(Light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield)
(Lockpick), (Gold)
Vile Vapor
Afflicted
Warrior
5
n
25
86
1H Weapon
(Light Cuirass /Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (LightHelmet), (Light Shield)
(Lockpick), (Gold)
Vile Vapor
Afflicted
Warrior
9
113
25
102
1H Weapon
(Light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield)
(Lockpick), (Gold)
Vile Vapor
Afflicted
Warrior
14
173
25
122
1H Weapon
(Light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield)
(Lockpick), (Gold)
ViPe Vapor
Afflicted
Warrior 1
[ 19
228
25
142
1H Weapon, Orcish Dagger
(Light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield)
(Lockpick), (Gold)
Vile Vcpcr
Afflicted
Warrior
24
283
25
162
1 H Weapon, Orcish Dogger
(light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield)
(Lockpick), (Gold)
Vile Vapor
K> Alik'r
ALIK'R -ARCHERS
NAME
h
§
>.
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
Alik'r Warrior
Archer
1
40
25
25
Saw, hum. Iron Dogger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Archer
6
85
25
45
Bow, Arrows, Iron Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Archer
14
173
25
77 '
Bow, Arrows, Steel Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Archer
24
283
25
117
Bow, Arrows, Steel Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Archer
34
393
25
157
Bow, Arrows, Steel Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Archer
44
503
25
197
Bow, Arrows, Steel Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
ALIK'R- BERSERKERS
NAME
SUBTYPE
HEALTH
MAGICKA
-«a:
i WEAPONS
ARMOR
ITEMS SPELLS
Alik’r Warrior
Berserker
Ti
40 25
25 Iron Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Berserker
6
85 25
45 Iron Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Berserker
14
173 25
77 Steel Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Berserker
24
283 25
117 Steel Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Berserker
34
393 25
157 Orcish Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r Warrior
Berserker
44
503 25
197 Orcish Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
Alik'r (Berserker)
ALIK'R -MAGES Alik'r (Mage)
NAME
SUBTYPE
LV
| 1 1 WEAPONS
-SC
£ v-1
ARMOR
ITEMS
SPELLS
Alik'r Worrier
Mage 1
40 25 25 lion Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
(Frostbite, Flames, Shock), Healing, Lesser Ward
Alik'r Warrior
Mage 6
75 55 25 Iron Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
(Frostbite, Flames, Shock), Healing, Lesser Ward
Alik'r Warrior
Mage 1 4
147 103 25 Iron Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Steadfast Ward
Alik'r Warrior
Mage 24
237 163 25 Iron Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Steadfast Ward
l Alik'r Warrior
Mage 34
327 223 25 Iron Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Steadfast Ward
Alik'r Warrior
Mage 44
417 283 25 Iron Dagger
Hammerfell Garb, Redguard Hood, Redguard Boots
Gold, (Lockpick)
(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Steadfast Ward
10!
&
V7
The gilder Scrolls V
S I< Y R 1
THE BESTIARY OF SKYR1M
ALIK'R- WARRIORS
NAME
= S g
5 s i WEAPONS
ARMOR
ITEMS §
IS*
__ ^ iS
3= S un
!
is*
AliVr Warrior
Warrior
1 40 25 25 Scimitar, Iron Dogger
Hommerfell Gait, Redgunrd Hoad, Redgunrd Boots
Gold, (Lockpick)
Alik’r Warrior
Warrior
6 35 25 45 Scimitar, Iron Dagger
Hommerfell Gnfb, Redgunrd Hoad, Redgunrd Boots
Gold, (Lockpick)
Alik’r Warrior
Warrior
14 173 25 77 Scimitar, Steel Dogger
Hommerfell Garb, Redguarc Hood, Redguord Boots
Gold, (Lockpick)
Alrk'r Warrior
Warrior
24 2 S3 25 117 Scimitar, Steel Dagger
Hammerfell Garb, Redguord Hood, Redguord Boots
Gold, (Lockpick)
AliVr Warrior
Wonior
34 393 25 157 Scimitar, Orcish Dagger
Hommerfell Garb, Redgunrd Hood, Redguord Boots
Gold, (Lodcpick)
Alik’r Warrior
Warrior
44 503 25 197 Scimitar, Orcish Dogger
Hommerfell Garb, Redguord Hood, Redguord Bools
Gold, (lockpick)
tj> Animals
This list includes wild and domesticated animals that appear in only one or two forms. Minor Treasure includes a tiny chance of: A few gold, a gem, or a ring.
DOMESTICATED ANIMALS
NAME
SUBTYPE
HEALTH
w
CD
5
STAMINA
WEAPONS
ARMOR
3
m
IS*
SPELLS
NOTES
Chicken
1
5
0
25
2 Dmg
Chicken Breast
Dog
2
21
0
24
8 Dmg
Dog Meat, (Minor Treasure)
Cow
3
87
L 0 1
33
10 Dmg
Row Beef, Cow Hide, (Minor Treasure)
Goat
3
22
0
8
7 Dmg
Goat Hide, Leg of Goat, (Minor Treasure)
Resist Frost 50%
Domesticated Animal (Dog)
3 KOTES
WILD PREDATORS
Skeever
I 1
15
0
15
5 Dmg
Wolf
2
22
0
205
5 Dmg
ice Wolf
6
137
0
r-J
Ln
i_n
20 Dmg
Sabre (at
6
150
0
225
35 Dmg
Sabre Cat, Snowy
11
275
0
300
45 Dmg
Bear
12
260
0
225
35 Dmg
Bear, Cave
16
450
0
425
30 Dmg
Beer, Snow
20
550
0
400
45 Dmg
Mudcrab
i i ;
5
0
25
5 Dmg
Mudcrob
Large
2
35
0
30
20 Omg
Mudcrab
Giant
3
55
I D
35
25 Dmg
Stougbierfish
1 35
0
25
5 Dmg
Horker
3
175
0
185
15 Omg
Ice Wraiths
9
193
50
227
40 Dmg * Frost -
7/5 for 3s
Star Tail, (Minor Insure)
Wolf Pelt, (Minor Treasure)
j Ice Wolf Pelt, (Minor Treasure)
Sabre Cat Pelt, (Sabre Cat Eyeball / Sabre Cat Tooth), (Minor Treasure)
Sabre Cat Snow Pelt, (Sabre Cat Eyeball / Sabre Cat Tooth), (Minor Treasure)
Bear Pelt, Bear Claws, (Minor Treasure)
Bear Pelt, Bear Claws, (Minor Treasure)
Bear Pelt, Bear Claws, (Minor Tr&asore)
Mudcrab Chitin, ^Minor Treasure)
Mudcrab Chitin, (Minor Treasure)
2 Mudcrab Chitin, (Minor Treasure)
Slaughterfish Scales, (Minor Treasure)
Horker Meat, Horker Tusk, (Minor Treasure}
Ice Wraith Teeth, Ice Wraith Essence
Immune to Frost, Weak to Fire 25%, Waterwalking
| ITEMS
Rssisr Frast 50?. VVTM Predator (Snow BearJ
Waterbrecthing
Waterbreathing
Waterbreathing
Waterbreathing
Resist Frost 50%
Resist Frast 50%
<$) AFFLICTED QALIK'RQ ANIMALS
THE INVENTORY <§> THE BESTIARY
103
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
I3> Bandits
Bandits are among the most common threats in Skyrim, and include members of every race.
BANDIT ARCHERS
NAME
SUBTYPE
i
£
V
tD
<
s.
WEAPONS
ARMOR
ITEMS
SPELIS
S310N
Bandit
Archer
1
35
25
70
Bow, Arrows, Dagger
Light Cuirass, Light Boots, (Light Gauntlets)
(Gold)
Bandit Outlaw
Archer
5
109
25
86
Bow, Arrows, Dagger
Light Cuirass, Light Boots, (Light Gauntlets)
(Gold)
Bandit Thug
Archer
9
238
25
107
Bow, Arrows, Dagger
Light Cuirass, Light Boots, (Light Gauntlets)
(Gold)
Bandit Highwayman
Archer
14
318
25
122
Bow, Arrows, Dagger
LightCuirass, Light Boots, (Light Gauntlets)
(Gold)
| Bandit Plunderer
Archer
19
398
25
172
Bow, Arrows, Dagger
Light Cuirass, Light Boots, (Light Gauntlets)
Gold, (Lockpick)
Bandit Morouder
Archer
25
489
25
246
Bow, Arrows, Dagger
LightCuirass, Light Boots, (Light Gauntlets)
Gold, (Lockpick)
BANDIT BERSERKERS
NAME
—
SUBTYPE
W
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Bandit
Berserker 1
35
25
70
2H Weapon
Light Cuirass, Light Boots, (Light Gauntlets)
(Gold), (Lockpick)
Bandit Outlaw
Berserker 5
109
25
86
2H Weapon
Light Cuiross, Light Boots, (Light Gauntlets)
(Gold), (Lockpick)
Bandit Thug
Berserker 9
238
25
107
2H Weapon
Light Cuirass, Light Boots, (Light Gauntlets)
(Gold), (Lockpick)
Bondit Highwoymon
Berserker 1 4
318
25
122
2H Weapon
LightCuirass, Light Boots, (Light Gountlets)
(Gold), (Lockpick)
Bandit Plunderer
Berserker 1 9
398
25
172
2H Weapon, Orcish Dagger
Light Cuirass, Light Boots, (Light Gauntlets)
Gold
Bandit Marauder
Berserker 25
489
25
246
2H Weapon, Orcish Dagger
Light Cuiross, Light Boots, (Light Gountlets)
Gold
BANDIT GUARDIANS
NAME
UU
s
CD
4^1
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
STBdS
NOTES
1 Bandit
Guardian
1
35
25
70
1 H Weapon
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield
(Gold), (Lockpick)
Bandit Outlaw
Guardian
5
109
25
86
1 H Weapon
Heavy Cuiross, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield
(Gold), (Lockpick)
Bandit Thug
Guardian
9
238
25
107
1 H Weapon
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield
(Gold), (Lockpick)
Bandit Highwoymon
Guordion
14
318
25
122
1 H Weapon
Heavy Cuiross, Heavy Boots, (Heavy Gountlets), Heavy Helmet, Shield
(Gold), (Lockpick)
Bandit Plunderer
Guardian
19
398
25
172
1 H Weapon, Orcish Dagger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield
Gold
Bondit Marauder
Guordion
25
489
25
246
1 H Weapon, Orcish Dagger
Heavy Cuiross, Heavy Boots, (Heavy Gountlets), Heavy Helmet, Shield
Gold
BANDIT WARRIORS -1H
NAME
SUBTYPE
LV
HEALTH
w
CD
1
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Bandit
1 H Warrior
1 35
25
70
1 H Weapon
Light Cuirass, Light Boots, (Light Gauntlets), (Shield)
(Gold)
Bandit Outlaw
1 H Warrior
J 5 109;
25
86
1 H Weapon
Light Cuiross, Light Boots, (Light Gountlets), (Shield)
(Gold)
Bandit Thug
1H Warrior
9 238
25
107
1 H Weapon
Light Cuirass, Light Boots, (Light Gauntlets), (Shield)
(Gold)
Bandit Highwoymon
1H Warrior
14 318
25
122
1H Weapon
Light Cuiross, Light Boots, (Light Gauntlets), (Shield)
(Gold)
Bandit Plunderer
1 H Warrior
19 398
25
172
1 H Weapon
Light Cuirass, Light Boots, (Light Gauntlets), (Shield)
Gold
Bandit Morouder
1 H Warrior
25 489
25
246
1 H Weapon
Light Cuiross, Light Boots, (Light Gountlets), (Shield)
Gold
Bandit (Wizard)
BANDIT WARRIORS -2H
NAME
SUBTYPE
HEALTH
MAGICKA
Bandit
2H Warrior
1
35
25
Bondit Outlaw
2H Warrior
5
109
25
Bandit Thug
2H Warrior
9
238
25
Bandit Highwayman
2H Warrior
14
318
25
Bandit Plunderer
2H Warrior
19
398
25
Bondit Morouder
2H Warrior
25
489
25
70 2H Weapon Light Cuirass, Light Boots, (Light Gauntlets)
86 2H Weapon LightCuirass, Light Boots, (Light Gauntlets)
107 2H Weapon Light Cuirass, Light Boots, (Light Gauntlets)
122 2H Weapon LightCuirass, Light Boots, (Light Gauntlets)
172 2H Weapon, Orcish Dagger Jjght Cuirass, Light Boots, (Light Gauntlets)
246 2H Weapon, Orcish Dagger LightCuirass, Light Boots, (Light Gauntlets)
(Gold), (Lockpick)
(Gold), (Lockpick)
(Gold), (Lockpick)
(Gold), (Lockpick)
Gold, (Lockpick)
Gold, (Lockpick)
$ s
The €frde'jSerol!5 V
SKYRIM
104
THE BESTIARY OF SKYRIM
BANDIT WIZARDS
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Bandit
Wizard
1
35
100
50
Iron Dagger
Fur Armor, Boots
(Gold)
Healing, (Frostbite / Flames / Sparks), Oakflesh, Lesser Ward
Bandit Outlaw
Wizard
5
101
124
70
Iron Dagger
Fur Armor, Boots
(Gold)
Healing, (Frostbite / Flames / Sparks), Oakflesh, Lesser Ward
Bandit Thug j
Wizard
9
222
173
75
Steel Dagger
Fur Armor, Boots
(Gold)
Fast Healing, Stoneflesh, (Ice Spike, Firebolt, Lightning Bolt), Steadfast Ward
Bandit Highwayman
Wizard
14
292
153
70
Dagger
Fur Armor, Boots
(Gold)
Fast Healing, Stoneflesh, (Ice Spike, Firebolt, Lightning Bolt), Steadfast Ward
Bandit Plunderer
Wizard
19
362
183
70
Dagger
Fur Armor, Boots
Gold, (Lotkpitk)
Fast Healing, Stoneflesh, (Ice Storm / Fireball / Chain Lightning), (Ice Spike, Firebolt, Lightning Bolt),
Steadfast Ward
Bandit Marauder
Wizard
25
441
294
150
Dagger
Fur Armor, Boots
Gold, (Lockpick)
Close Wounds, Fast Healing, Ironflesh, (Ice Storm / Fireball / Chain Lightning), (Ice Spike, Firebolt, Lightning
Bolt), Steadfast Ward
BANDIT CHIEFS- 1H
NAME
SUBTYPE
HEALTH
MAGICKA
1
<-n.
WEAPONS
ARMOR
ITEMS
SPELLS
«_LJ
o
Bandit Chief
1 H Warrior
6
155
75
95
1H Weapon, Steel Dagger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield
Gold
Bandit Chief
1H Warrior
10
224
25
126
1 H Wecpon, Steel Dagger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield
Gold
Bandit Chief
1H Warrior
16
315
25
160
1H Weapon, Orcish Bagger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield
Gold
Bandit Chief
1 H Warrior
21
395
25
195
1H Weapon, Elven Dagger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield
Gold
Bandit Chief
1 H Warrior
28
497
25
258
1H Weapon, Elven Dagger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), (Heavy Helmet), Shield
Gold
Bandit (Bandit Chief)
BANDIT CHIEFS — 2H
NAME
SUBTYPE
> H
MAGICKA
STAMINA
%
“O
o
ARMOR
ITEMS
SPELLS
NOTES
Bandit Chief
1 H Warrior
6 155
25
95 2H Weapon, Steel Dagger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield)
Gold
Bandit Chief
1 H Warrior
10 224
25
126 2H Weapon, SteelDagger
i Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield)
Gold
Bandit Chief
1H Warrior
16 315
25
160 2H Weapon, Orcish Dagger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield)
Gold
Bandit Chief
1 H Warrior
21 395
25
195 2 H Weapon, Elven Dogger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield)
Gold
Bandit Chief
1 H Warrior
28 497
25
258 2H Weapon, Elven Dagger
Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield)
Gold
& Chaurus
The insectoid Chaurus often fight alongside their Falmer masters. Be sure to improve your resistance to poison with potions or enchantments
when you face them. Minor Treasure includes a tiny chance of: A few gold, a gem, or a ring.
CHAURUS
£ -c 3
NAME e | §
i: 3 i 1
^ CD
a_
i a
mi
o
oe
ITEMS
SPELLS
NOTES
Chaurus 12 253 0
137 20 Dmg * Poison 5/s for 5s
Chaurus Chitin, (Chaurus Eggs), (Minor Treasure)
Poison Spit Attack
Resist Poison 50%
Chauius Reaper 20 371 0
214 55 Dmg + Poison 7/s for 7s
Chaurus Chitin, (Chaurus Eggs), (Minor Treasure) Poison Spit Attack Resist Poison 50%
Chaurus
J$> Daedra
Daedra include all manner of creatures native to Oblivion, from the elemental Atronachs to the powerful Dremora. All of the Daedra in this list will be
affected by Daedra-banishing spells and effects (Banish Daedra, Expel Daedra, etc.). Don't bother using Illusion spells against Daedra, but do take
advantage of the Atronachs' elemental weaknesses— obviously, fire spells are best against Frost Atronachs, and frost spells against Flame Atronachs.
Note that Atronachs summoned by the common conjuration spells are generally weaker than those bound in more permanent ways (such as the ones you
often find in Warlock dungeons). You can claim Daedra Hearts from the bodies of slain Dremora; these are one of the rarest ingredients in the game, and
essential for smithing Daedric items.
DAEDRA
NAME
SUBTYPE |
S :
HEALTH
3
s
WEAPONS
ARMOR ITEMS SPEUS
NOTES
Familiar
Conjured
7
32
| 0
205
5 Dmg
Flame Atronach
Conjured
5
111
174
50
5 Dmg + 10 Fire
Firebolt
Immune to Fire, Weak to Frost 33%, Flame Cloak, Waterwalking, Death Explosion (Flame)
Flame Atronach
5
mi
174
50
5 Dmg + 10 Fire
Flame Salts Firebolt
Immune to Fire, Weak to Frost 33%, Flame Cloak, Waterwalking, Death Explosion (Flame)
Frost Atronach
Conjured
16
300
25
125
20 Dmg + 25 Frost
Immune to Frost, Weak to Fire 33%, Frost Cloak, Waterbreathing, Death Explosion (Frost)
Frost Atronach
16
400
25
250
20 Dmg + 25 Frost
Frost Salts
Immune to Frost, Weak to Fire 33%, Frost Cloak, Waterbreathing, Death Explosion (Frost)
Storm Atronach
Conjured
30
241
197
147
30 Dmg + 20 Shock
Chain Lightning, Lightning Bolt
Immune to Shock, Shock Cloak, Waterwalking, Death Explosion (Shock)
Storm Atronach
30
441
197
247
30 Dmg + 20 Shock
Void Salts Chain Lightning, Lightning Bolt
Immune to Shock, Shock Cloak, Waterwalking, Death Explosion (Shock)
BANDITS CHAURUS DAEDRA
THE BESTIARY
105
TRANING
THE INVENTORY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
DAEDRA [CONTINUED)
NAME
SUBTYPE
§
i
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPEELS
NOTES
Dremora
25"
289
25
121
Sword, bn Dogger
fOremcra Armor]
Daedra Heart
Conjure Flame Atronach, Fire Storm, Wall of Flames
Dremora Lord
Conjured
30
491
247
197
[Daedrk Mace of the Inferno]
[Dremora Armor]
Firebolt, Flame Clook, Incinerate, Steadfast Ward
Dremora
25*
289
25
121
Sword, Iron Dagger
[Dremora Armor]
Daedra Heart
Conjure Flame Atronach, Fire Storm, Wall of Flames
Dremora thud
6
92
183
50
(1H/2H Weapon), Iron Dagger
[Dremora Robes]
Daedra Heart
Fost Healing, Flomes, Oakflesh, Lesser Ward
Oremoro Caitiff
12
142
223
50
(1H/2H Weapon), Iron Dagger
[Dremora Robes]
Daedra Heart
Fast Healing, Firebolt, Stoneflesh, Lesser Ward
Dremora Kynvol
19
200
270
50
(1H/2H Weapon), Iron Dagger
[Dremora Robes]
Daedra Heart
Close Wounds, Fireball, Firebolt, Flame Clook, Stoneflesh, Steadfast Ward
Dremora Kynreeve
27
267
323
50
(1H/2H Weapon), Iron Dagger
[Dremora Robes]
Daedra Heart
Close Wounds, Fireball, Firebolt, Flame Cloak, Ironflesh, Steadfast Ward
Dremora Markynaz
36
342
383
50
(1H/2H Weapon), Iron Dagger
[Dremora Robes]
Daedra Heart
Close Wounds, Fireball, Flome Clook, Incinerate, Ironflesh, Steadfast Ward
Dremora Valkynaz
46
425
450
50
(1H/2H Weapon), Iron Dagger
[Dremora Robes]
Daedra Heart
Close Wounds, Fireball, Flome Cloak, Incinerate, Ironflesh, Steadfast Ward
I$> Dragons
Dragons are among the most formidable enemies, with vast reserves of health. Stay on
the move when fighting a dragon— patience and ranged attacks are best. Dragon Loot
includes a chance of: Dragon Bones, Dragon Scales, Gold, Gems, Weapons, or Armor;
Dragons usually have several of these items. If you intend to smith Dragon armor, make
sure to save a couple dozen Dragon Scales, or a few Dragon Bones.
DRAGONS
Dragon fijown, Fire
Dragon Brown, Frost
Blood Dragon Green, Fire
Blood Dragon Green, Frost
Frost Dragon White, Frost
Elder Dragon Bronze, Fire
Elder Dragon Bronze, Frost
Ancient Dragon Red/Black, Fire
Ancient Dragon Red/Black, Frost
ALDUIN
10 90S ISO
10 90S 150
20 1421 150
20 1421 150
30 1860 150
40 2255 150
40 2255 150
50 3071 150
50 3071 150
130 Bite r 37Dmg
130 Bite, 37 Dmg
164 Bite, 7 S Dmg
164 Bite, 75 Dmg
197 Bite, 150 Dmg
230 Bite, 225 Dmg
230 Bite, 225 Dmg
264 Bite, 300 Dmg
264 Bite, 300 Dmg
(Dragon loot), Dragon Bone, Dragon Scales Fire Breath Shoot, Fireball Shout
(Dragon Loot), Dragon Bone, Dragon Scales Frost Breath Shout, Ice Sforni Shout
(Dragon Loot), Dragon Bone, Dragon Scales Fire Breath Shout, Fireball Shout, Unrelenting Force Shout
(Dragon Loot), Dragon Bone, Dragon Scales Frost Breath Shout, Ice Storm Shout
(Dragon Loot), Dragon Bone, Dragon Scales Frost Breath Shout, Ice Storm Shout, Unrelenting Force Shout
(Dragon Loot), Dragon Bone, Dragon Scales Fire Breath Shout, Fireball Shout, Unrelenting Force Shout
(Dragon Loot), Dragon Bone, Dragon Scales Frost Breath Shout, Ice Storm Shout, Unrelenting Force Shout
(Dragon Loot), Drogon Bone, Dragon Scales Fire Breath Shout, Fireball Shout, Unrelenting Force Shout
(Dragon Loot), Drogon Bone, Dragon Scales Frost Breath Shout, Ice Storm Shout, Unrelenting Force Shout
Resist File 5G%, Weak ro Frost 25%
Resist Frosi 50%, Week lo Fire 25%
Resist Fire 50%, Weak to Frost 25%
Resist Frost 50%, Weak to Fire 25%
Resisi Frost 50%, Weak to Fire 25%
Resist Fire 50%, Weak to Frost 25%
Resist Frost 50%, Weak It) Fite 25%
Resist Fire 50%, Weak to Frost 25%
Resist Frost 50%, Weak to Fire 25%
Alduin
Alduns
Bene
20*
2471 50 114
Bite, 75 Dmg
Meteor Storm Shout, Unrelenting Force Shout, Fire Breath Resist Fire 50 : , Weak to Frost 25%. This is Alduin as he appears during Main Quest: Aldum's
Shout, Frost Breath Shout, Fireball Shout, Ice Storm Shout Bone. Alduin is invulnerable unless weakened by the Dragonrend Shout.
Alduin
Drogonslayer
20*
2671 50 114
Bile, 75 Dmg
Meteor Storm Shout, Unrelenting Force Shout, Fire Breath Resist fire 50%, Weak Jo Frost 25%. This is Alduin as he appears during Main Quest:
Shoul, Frost Breath Shout, Fireball Shout, Ice Storm Shout Drogonslayer, Alduin is invulnerable unless weakened by the Dragonrend Shout.
Alduin
Drogonslayer ;
40*
2905 50 ?80
Bile, 75 Dmg
See above; this just illustrates his slots at a different level.
Alduin Drogonslayer
60*
3138 50 247
Bile, 75 Dmg
See above; this just illustrates his sta ts at o different level.
J*> Draugr
Draugr are among the mostcommonfoes in Skyrim's many crypts
and catacombs. Fire is your best weapon against them. High-level
Draugr, like Dragon Priests and Deathlords, are especially deadly
foes— don't go toe-to-toe with Deathlords unless your damage
rating is exceptionally high. Draugr Loot includes a chance of
jewelry, gems, soul gems, ingots, or potions. Note that you can't
loot their armor (would you really want it?).
DRAUGR ARCHERS
/' * X '*
Mmtm
* &-’■ j
Draugr (Draugr Wight]
Draugr
Archer
1
50
0
80
Ancient Nerd Bow, Ancient Nord Arrows, Ancient Notd Wor Axe
[Draugr Armor]
Draugr Loot
Immune to Poison, Resist Frost 50%
Restless Draugr
Archer
6
175
0
205
Ancient Nerd Bow, Ancient Nat) Arrows, Ancient Hard War Axe
[Draugr Armor]
Draugr Loot
Immune to Poison, Resist Frost 50%
Draugr Wight
Archer
13
400
I0M
340
Ancient Nord Bow, Ancient Nord Arrows, Ancient Nord War Axe
[Drougr Armor]
Draugr Loot
Immune to Poison, Resist Frost 50%
Draugr Scourge
Archer
21
900
0
480
Ancient Nord Bow, Ancient Nord Arrows, Ancient Nord Wor Axe
[Draugr Armor]
Draugr Loot
Unrelenting Force Shout
Immune to Poison, Resist Frost 50%
Draugr DeatNord
Archer
30
1000
10
575
Ancient Nord Bow, Orcish Arrows, Ancient Nord Wor Axe
[Draugr Armor]
Draugr Loot
Frost Cloak, Disarm Shout, Unrelenting
Force Shout
Immune to Poison, Resist Frost 50%
Draugr Deathlord
Archer
40
1300
10
625
Ebony Bow, Ebony Arrows, Ancient Nord War Axe
[Draugr Armor]
Draugr Loot
Frost Clook, Disarm Shout, Unrelenting
Force Shoul
Immune to Poison, Resist Frost 50%
&
W
The
S K Y R I M
106
THE BESTIARY OF SKYM
DRAUGR WARRIORS -1H
NAME
HEALTH
CD
i
| WEAPONS ARMOR
TEMS
SPELLS
S310N
Draugr 1 H Worrier
1 !
50
0
SO 1 H Ancient Nord Weapon [Draugr Armor], (Iron Shield) 1
Draugr Loot
Immune to Poison, Resist Frost 50%
Resiless Drougr 1H Warrior
6
150
Q
204 1 H Ancient Nord Weapon [Drougr Armor], (Iron Shield) Draugr Loot
Immune to Poison, Resist Frost 50%
Draugr Wight 1 H Warrior
13
320
0
340 1 H Ancient Nord Weapon [Draugr Armor] , ( Iren Shield) Draugr Loot
Immune to Poison, Resist Frost 50%
DratigF Scourge 1 H Worrior
21
700
0
4 80 1 H Ancient Nord Weapon [Draugr Armor], (Iron Shield) Draugr Loot
Unrelenting Force Shout
Immune to Poison, Resist Frost 50%
Draugr Deatftei 1 H Worrior
30
1000
10
575 1 H Ebony Weapon [Drougr Armor], (Iron Shield) Draugr Loot
Frost Clook, Disarm Shout, Unrelenting Force Shout
Immune to Poison, Resist Frost 50%
Draugr Deathloid 1 H Worrior
30
1000
10
575 1 H Ebony Weapon [Drougr Armor] , ( Ebony Shield.) DraugrLoot
Frost Clook, Disorm Shout, Unrelenting Force Shout
Immune to Poison, Resist Frost 50%
DRAUGR WARRIORS-
2H
HHH
IV
HEALTH
MAGICXA STAMINA WEAPONS ARMOR
ITEMS
SPELLS
NOTES
Draugr 2H Warrior 1
50
0 80 2 H Ancient Nord Weapon [Draugr Armor]
Draugr Loot
Immune to Poison, Resist Frost 50%
Resltess Drougr 2H Warrior
6
150
0 204 2 W Ancient Nord Weapon [Draugr Annai]
Draugr Loot
Immune to Poison, Resist Frost 50%
Draugr Wight 2 H Warrior
13
320
0 340 2 H Ancient Nord Weapon [Draugr Armor]
Draugr Loot
Immune to Poison, Resist Frost 50%
Draugr Scourge 2 H Worrier
21
700
0 480 2 H Ancient Nord Weapon [Draugr Armor]
Drougr Loot
Unrelenting Force Shout
Immune to Poison, Resist Frost 50%
Drougr Deafhlord 2H Worrior
30
1000
10 575 2N Ancient Nord Weapon [Draugr Armor]
Draugr Loot
1 Frost Clook, Disorm Shout, Unrelenting Force Shout
Immune to Poison, Resist Frost 50%
Draugr Deothlard 2H Warrior
3D
1000
TO 575 2H Ebony Weapon [Draugr Armor]
Draugr Loot
| Frost Clook, Disorm Shout, Unrelenting Force Shout
Immune to Poison, Resist Frost 50%
DRAUGR WARLOCKS
i
SUBTYPE
5s
§ ^ I WEAPONS ARMOR
5 | ^
ITEMS
SPELLS
•
turt
3 *
Resltess Draugr 2H Warrior
6
150 50 180 1 H Ancient Nord Weapon [Draugr Armor]
Draugr Tool
| Frostbite
Immune to Poison, Resist Frost 50%
Draugr Wight 2H Warrior
13
490 100 280 1H Ancient Nord Weapon [Draugr Armor]
Draugr Loot
Frostbite, Ice Spike
Immune to Poison, Resist Frost 50%
Draugr Scourge 2H Warrior
21
700 160 380 1 H Ancient Nord Weapon [Draugr Armor]
Draugr Loot
Conjure Frost Atronoch, Frostbite, Ice Spike
Immune to Poison, Resist Frost 50%
DRAUGR OVERLORDS
NAME
|4J
a_
||
S'
3
§i
**
£
w
<_D
1
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Draugr Overlard
7
210
0
260
1 H/2K Enchanted Ancient Nord Weapon
[Draugr Armor], [iron Shield]
Drougr Loot
Unrelenting Force Shout
Immune to Poison, Resist Frost 50%
Drougr Wight Overlord
15
490
0
450
1 H/2H Enchanted Ancient Nord Weapon
[Draugr Armor], (Iren Shield)
Drougr Loot
Disorm Shout, Unrelenting Force Shoal
Immune to Poison, Resist Frost 50%
Draugr Scourge Lord
24
880
0
595
1H/2H Enchanted Ancient Nord Weapon
[Draugr Armor], (Iron Shield)
Drougr Loot
Disarm Shout, Unrelenting Force Shout,
Frost Breoth Shout
Immune to Poison, Resist Frost 50%
Drougr Death Overlord
34
1290
10
645
1H/2H Enchanted Ancient Nord Weapon
[Draugr Armor], (Iron Shield)
Draugr Loot
Frost Clook, Disorm Shout, Unrelenting
Force Shout, Frost Breoth Shout
Immune to Poison, ResistFrost50%
Draugr Death Overlord
45
1400
10
700
1H/2H Ebony Weapon
[Draugr Armor], (Iron Shield)
Drougr Loot
Frost Clook, Disorm Shout, Unrelenting
Force Shout, Frost Breoth Shout
Immune to Poison, Resist Frost 50%
Drogon Priest
Fire
50
1490
545
0
[Drogon Priest Robes]
Bone Meol, Gold
GreoterWard, Conjure Flame Atronoch, Fireball, Ebonyflesh, Command Doedro, Incinerate
Immune to Poison
Dragon Priest
Frost
50
1490
545
0
[Drogon Priest Robes]
Bone Meal, Gold
Ice Storm, Greater Ward, Conjure Frost Atronoch, Command Doedra, Ebonyflesh, Icy Speor
Immune to Poison
Dragon Priest
Shock
50
1490
545
0
[Drogon Priest Robes]
Bone Meol, Gold
Greater Ward, Conjure Storm Atronoch, Chain Lightning, Thunderbolt, Command Doedro, Ebonyflesh
Immune to Poison
[$> Dwarven Automatons
Dwarven Automatons are the mechanical constructs left behind by the Dwarves who once inhabited Skyrim. As constructs, Automatons are immune to
poison, Illusion spells, and Frost spells, and Soul Trap. Dwarven Loot includes a chance of: arrows, scrap metal, oil, ore, gems, or soul gems. Spheres give
more (and more valuable) loot than Spiders, and Centurions more than Spheres.
DWARVEN SPIDERS
Dwarvea Spider Worker
12
125
i 3
120
: 11 Dmg
Dwarven Laor
Electrical Shock
Dwarven Spider
16
175
3
160
15 Dmg
Dwarven Loot
Electricol Shock
Dworven Spider Guardian
22
225
3
200
22 Dmg
Dworven Loot
Electrical Shock
Immune rn Poison, Immune to Frost, Resist Magic 25%
Explode on death (shock damage). Immune to Poison,
Immune to Frost, Resist Magic 25%
Explode on death (shock damage). Immune to Poison,
Immune to Frost, Resist Magic 25%
DAEDRA DRAGONS DRAUGR DWARVEN AUTOMATONS
<$> THE BESTIARY QUESTS
107
TRANING
THE INVENTORY
ATLAS OF SKYRIM
APPENDICES AND INDEX
DWARVEN SPHERES
dwarven Sphere
U
315
0
170
55 Dmg
Dwarven
Loot
Immune to Poison, Immune
to f rost, Resist Magic 25%
Dwarven Sphere
Guardian
24
453
0
262
55 Dmg
Dwarven
Loot
Immune to Poison, Immune
to Frost, Resist Magic 25%
[hvarven Sphere
Master
30
619
0
301
82 Dmg
Dwarven
Loot
Immune to Poison, Immune
to Frost, Resist Magic 25%
£►> Falmer
DWARVEN CENTURION
ITEMS SPEILS NOTES
Dwarven
Centurion
24
653
15
m
75 Dmg
Dwarven
Loar
Steam
Breath
Immune to Poison, Immune
to Frost, Resist Magic 25%
Dwarven
Centurion
Guardian
30
819
15
416
100 Dmg
Dwarven
Loot
Steam
Breath
Immune to Poison, Immune
to Frost, Resist Magic 25%
Dwarven
Centurion
Master
36
1000
15
540
112 Dmg
Dwarven
Loot
Steam
Breath
Immune to Poison, Immune
to Frost, Resist Magic 25%
Falmer inhabit the deep caves and dwarven ruins of Skyrim, often accompanied by pet Chaurus or Spiders. Most poison their weapons for added
damage. Since Falmer are blind, you can use light spells and torches without being detected. They have excellent hearing, though, so keep your
distance and move slowly if you plan a stealthy approach. Falmer Loot includes a chance of: Falmer Ears, Poisons, or Gold.
FALMER ARCHER
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
O-
NOTES
Falmer
Archer
9
ISO
177
163
Falmer Dow, Falmer Sward, Falmer
Arrows, (Arrows)
falmer Loot, Gold
5 Poison Damage / 3s on hit.
Falmer Skulker
Archer
15
290
247
196
Falmer Bow, Falmer Arrows, (Arrows)
Falmer Loot, Gold
6 Poison Damage /3s m hit.
Falmer Gloomlurker
Archer
22
m
220
210
Falmer Bow, Falmer Arrows, (Arrows)
Falmer Helmet
Falmer Loot, Gold
7 Poison Damage / 3s on hit.
Falmer Nightprowler
Archer
30
550
197
300
Falmer Bow, Falmer Arrows, (Arrows)
Falmer Helmet
Falmer Loot, Gold
9 Poison Damage / 3s on hit.
Falmer Shadowmaster
Archer
38
700
273
362
Falmer Bow, Falmer Arrows, (Arrows)
Falmer Helmet
Falmer Loot, Gold
1 2 Poison Damage / 3s an hit.
FALMER SHAMAN
NAME
SUBTYPE
mm
MAGICKA
STAMINA
WEAPONS
QC
C3
ITEMS
SPELLS
NOTES
Falmer
Shaman
5
133
120
157
Falmer Loot Gold
Bound Sword, Fast Healing, Ice Spike, Oakflesh, Sparks, Lesser Ward
Falmer Skulker
Shaman
3
133
135
187
Falmer Loot, Gold
Bound Sword, Frostbite, Lightning Bolt, Stoneflesh, Steadfast Ward
Folmer Gloomlurker
Shaman
14
258
265
197
Falmer Loot, Gold
Bound Sword, Fast Healing. Frostbite, Ice Spike
Lightning Goak, Steadfast Ward
Falmer flightprowfer
Shaman
19
350
340
230
Falmer Loot, Gold
Bound Sword, Fast Healing, Ice Spike, Sparks, Stoneflesh, Steadfast Ward
Falmer Shadowmaster
Shaman
25
400
420
740
Folmer Loot, Gold
Bound Sword, Fast Healing, Frost Cloak, Ironflesh, Lightning Boh, Steadfast Ward
FALMER SPELLSW0RDS
NAME
ULl
O-
ca
HEALTH
3 i
1 i
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Falmer
Spellsword 9
160
177 163
1 H Falmer Weapon
Falmer loot, Gold
Frostbite, dealing
5 Poison Damage /3s on hit.
Falmer Skulker
Spellsword 15
290
247 198
1H Folmer Weapon
Folmer loot, Gold
Healing, Ice Spike, Sparks
6 Poison Damage/ 3$ on hit.
Falmer Gloomlurker
Spellsword 22
410
220 210
1H Folmer Weapon
Falmer Helmet
Falmer Loot, Gold
Frostbite, frost Cloak, Healing, Lightning Boll
7 Poison Damage / 3s an hit.
Folmer Nightprowler
Spellsword 30
550
197 300
1 H Folmer Weapon
Folmer Helmet
Falmer Loot, Gold
Chain Lightning, Heating, Ice Spike, Sparks
9 Poison Damage / 3s on hit.
Falmer Shadowmaster
Spellsword 3fl
700
273 ' 362 '
1 B Folmer Weapon
Falmer Helmet
Falmer Loot, Gold
Chain Lightning, Heating, Ice Spike, Wall of Frost
12 Parson Damage /3s an hit.
FALMER WARRIORS
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
R
ITEMS
SPELLS
NOTES
j
Folmer
Warrior
9
180
177
163
1H Falmer Weapon
Falmer Shield
Falmer Loot, Gold
5 Poison Domage / 3s an hit.
Falmer Skulker
Warrior
15
290
247
198
1H Falmer Weapon
Falmer Shield
Falmer Loot, (Retore Health Potion), Gold
6 Parson Damage / 3s an hit.
Falmer Gloomlurker
Warrior
22
410
220
210
1 H Falmer Weapon
Falmer Helmet, Falmer Shield
Falmer Loot, (Retore Health Potion), Gold
7 Parson Damage / 3s on hit.
Faker Nightpiowler
Warrior
30
550
197
300
1 H Falmer Weapon
Falmer Helmet, Falmer Shield
Falmer Loot, (Retore Health Potion), Gold
9 Poison Damage / 3s on hit.
Falmer Shadowmaster
Warrior
38
700
273
362
1 H Falmer Weapon
Falmer Helmet, Falmer Shield
Falmer Loot, Restore Health Potion, Gold
12 Poison Damage /3s on hit.
FALMER BOSS-SPELLSWORD
NAME
i.
SUBTYPE
-3
HEALTH
MAGICKA
-X.
-~c
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Falmer Skulker
Spellsword
18
370
257
203
1 H Falmer Weapon
Falmer Loot, Gold
Healing, Ice Spike, Sparks
6 Poison Damage / 3s on hit.
Folmer Gfoomlyrker
Spellsword
26
500
283
242
1 H Falmer Weapon
Falmer Helmet
Falmer Loot Gold
Frostbite, Frost Cloak, Healing, Lightning Balt
7 Poison Damage / 3s on hit.
Falmer Nightprowler
Spellsword
35
640
313
307
1H Falmer Weapon
falmer Helmet
Falmer Loot, Gold
Chain Lightning, Healing, Ice Spike, Sparks
9 Poison Damage / 3s on hit.
Falmer Shadowmoster
Spellsword
44
830
403
272
1H Falmer Weapon
Falmer Helmet
Falmer [oat, Gold
Cham Lightning, Healing, Ice Spike, Well of Frost
12 Poison Damage /3s on hit.
T he V
SKY RIM
THE BESTIARY OF SKYRIM
PALMER BOSS -WARRIOR
NAME
SUBTYPf
HEALTH
1 i WEAPONS ARMOR
S g
ITEMS
1
SPELLS
NOTES
Falmar Skulker
SpeliswOfd
18
370
182 228 1 H Folmfrr Weepon Fdmer ShieM
Fulmer Lout, Gold j
Heoling
6 Poison Damage / 3s on hit.
Fulmer Gloambker
Spellsword
26
500
233 242 1 H Fulmer Weapon Fulmer Helmet Fulmer Shield
Fulmer Lout, Gold
Healing
7 Poison Damage / 3s on hiL
FalmeF NighTprawler
SpeHswwd
' 35
' 640
213 357 IN Fainter Weapon Fulmer Helmet, Fulmer Shield
Fulmer Lout, Gold
Heeling
9 Poison Damage / 3s on Hil.
Fulmer Shodownoster
Spellsword
44
030
293 372 1 H Fulmer Weopon Fulner Helmet, Fulmer Shield
Fulmer Loot, Gold
Healing
1 2 Poison Damage / 3s an hit.
forsworn nat ' ves ^ eac ^ ^ orsworn revere Hagravens and fight to drive invaders from their lands. Forsworn Wizard Loot includes a chance of ingredients,
^ potions, soul gems, or a forsworn weapon.
FORSWORN ARCHER
NAME
SUBTYPE
HEALTH
o
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Forsworn
Archer
1
50
50
50
Forsworn Bow, Forsworn Arrows, Dogger
forsworn Cuirass, Forsworn Boots,
(Forsworn Helmet), { Forsworn Gauntlets)
(Gold)
Healing
Forsworn Forager
Archer
6
95
60
70
Forsworn Bow, Forsworn Arrows, Dogger
Forsworn Cuiross, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets]!
(Gold)
Hauling
Forsworn Looter
Archer
14
192
76
152
Forsworn Bow, Forsworn Arrows, Dagger
Forsworn Cuirass, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets)
(Gold)
Fast Healing
Forsworn Pilloger
Archer
24
357
96
192
Forsworn Bow, Forsworn Arrows, Dogger
Forsworn Cuiross, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets)
(Gold)
Fast Heoling
Forsworn Ravager
Archer
34
447
116
182
Forsworn Bow, Forsworn Arrows, Dagger
Forsworn Cuirass, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets)
(Gold)
Fast Healing
Forsworn Warlord
Archer
46
455
140
230
Forsworn Bow, Forsworn Arrows, Dogger
Forsworn Cuiross, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets)
(Gold)
Close Wounds
Forsworn ( Berserker )
FORSWORN BERSERKERS
NAME
SUBTYPE
LV
HEALTH
MAGICKA
STAMINA
WEAPONS
<=>
n
ce:
«=C
ITEMS
SPELLS
NOTES
Forsworn
Berserker
1 50
50 50
2x (Forsworn Axe / Forsworn Sword)
Forsworn Cuiross, Farcwam Bools, (Forsworn Helimet), (Forsworn Gauntlets)
(Gold)
Forsworn Forager
Berserker
6 95
70 85
2x (Forsworn Axe / Forsworn Sword)
Forsworn Cuiross, Forsworn Boots, (Forsworn Helmet), (Forsworn Gauntlets)
(Gold)
Forsworn Looter
Berserker
14 192
102 126
2x (Forsworn Axe / Forsworn Sword)
Forsworn Cuirass, Forsworn Boots, (Forsworn Helmet), (Forsworn Gauntlets)
(Gold)
Forsworn Pilloger
Berserker
24 357
142 146
2x (Forsworn Axe / Forsworn Sword)
Forsworn Cuiross, Forsworn Boots, (Forsworn Helmet), (Forsworn Gauntlets)
(Gold)
Forsworn Ravager
Berserker
34 447
182 116 2x ( Forsworn Axe / Forsworn Sward)
Forsworn Cuiross, Forsworn Boots, (Forsworn Helmet), (Forsworn Gauntlets)
(Gold)
Forsworn Warlord
Berserker
46 455
230 1 40 2x (Forsworn Axe / Forsworn Sword)
Forsworn Cuirass, Fmswam Boots, (Forsworn Helmet), (Forsworn Gauntlets)
(Gold)
FORSWORN SHAMAN
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
etz,
o
m
ITEMS
S PEELS
NOTES
Forsworn
Shaman
1
50
100
50
Dagger
Forworn Cuirass, Forsworn Boats,
(Forsworn Helmet), (Forsworn Gauntlets]
Forsworn Wizard
Loot
Flames, Healing, Lesser Ward
Forsworn
Forager
Shoman
6
95
130
5D
Dogger
Forsworn Cuiross, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets)
Forsworn Wizard
Loot
Conjure Flame Atronach, Flames, Heoling,
Lesser Ward
Forsworn
Looter
Shaman
14
192
178
50
Dagger
Forsworn Cuirass, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets)
Forsworn Wizard
Loot
Conjure Flame Atronach, Firebolt, Flames,
Healing, Lesser Ward
Forsworn
Pillager
Shoman
24
357
288
50
Dogger
Forsworn Cui oss, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets)
forsworn Wizard
Loot
Conjure Frost Atronach, FostHealing, Ice
Spike, Ice Storm, Stoneflesh, Steadfast Ward
Forsworn
Ravager
Shaman
34
447
248
50
Dagger
Forsworn Cuirass, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets)
Forsworn Wizard
Loot
Conjure Frost Atronach, Frost Cloak, Ice
Spike, Ice Storm, Icy Spear, Stoneflesh,
Steadfast Ward
Forsworn
Warlord
Shomon
46
455
320
50
Dogger
Forsworn Cuiross, Forsworn Boots,
(Forsworn Helmet), (Forsworn Gauntlets)
Forsworn Wizard
Loot
Chain Lightning, Close Wounds, Conjure
Storm Atronach, Expel Daedro, Ironflesh,
Lightning Bolt, Lightning Cloak, Thunderbolt,
Greater Ward
Forsworn (Shaman)
FORSWORN BOSS -BERSERKER
NAME
SUBTYPE
"T— ^
E —
3 5^
<
1
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
forsworn Briarheart
Warrior
7
'04
112
2x IH Forsworn Weopcn
[Brjorheoit Armor] f Forsworn Boots, Forsworn Helmet
(Gold), Briorheort
Forsworn Briarheart
Warrior
16
235 110
130
2x 1 H Forsworn Weapon
[Briarheart Armor], Forsworn Boots, Forsworn Helmet
(Gold), Briorheort
forsworn Briarheart
Warrior
27 '
434 154
152
2x 1 H Forsworn Weapon
! [Briarheart Armor], Forsworn Boots, Forsworn Helmet
(Gold), Briarheart
Forsworn Briarheart
Warrior
38
533 198
174
2x 1H Forsworn Weapon
[Briorheort Armor], Forsworn Boots, Forsworn Helmet
(Gold), Briorheort
Forsworn Briarheart
Warrior
51
623 350
195
2x 1 H Forsworn Weapon
[Briarheart Armor], Forsworn Boots, Forsworn Helmet
(Gold), Briarheart
Forsworn (Briarheart)
TRANING
THE INVENTORY
DWARVEN AUTOMATONS i FALMER FORSWORN
<$TfHE BESTIARY QUESTS
109
ATLAS OF SKYRIM
APPENDICES AND INDEX
FORSWORN BOSS -SHAMAN
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
Forsworn Briarheart
Shamon
7
104
86
SO
Dogger
[Briarheart A™], Forsworn Boots, Forsworn Helmet
Forsworn Wizard Loot, Briarheart
Conjure Flame Atronach, Flames, Healing, Lesser Ward
Forsworn Briarheart
Shcimcin
16
235
no
50
Dagger
[Briarheart Armor], Forsworn Boots, Forsworn Helmet
Forsworn Wizard Loot, Briarheart
Conjure Flame Atronach, Firebolt, Flames, Healing, Lesser Ward
Forsworn Briarheart
Shaman
27
434
306
50
Dagger
[Briarheart Armor], Forsworn Boots, Forsworn Helmet
Forsworn Wizard Loot, Briarheart
Conjure Frost Atronach, Fast Healing, Ice Spike, Ice Storm,
Stoneflesh, Steadfast Ward
Forsworn Briarheart
Shaman
38
533
2/2
50
Dagger
[Briarheart Armor], Forsworn Boots, Forsworn Helmet
Forsworn Wizard Loot, Briarheart
Conjure Frost Atronach, Frost Cloak, Ice Spike, Ice Storm, Icy
Spear, Stoneflesh, Steadfast Ward
Forsworn Briarheart
Shaman
51
620
350
50
Dagger
[Briarheart Armor], Forsworn Boots, Forsworn Helmet
Forsworn Wizard Loot, Briarheart
Chain Lightning, Close Wounds, Conjure Storm Atronach, Expel
Daedra, Ironflesh, Lightning Bolt, Lightning Cloak, Thunderbolt,
Greoter Ward
£> Frostbite Spiders
Frostbite Spiders are giant arachnids often found in Skyrim's caves and ruins. They have a dangerous poison spit attack, though their bite is just as
poisonous— try to keep your distance and focus on ranged attacks. Despite their name, they are not actually resistant to frost. The white variety of spiders
is somewhat tougher than the red variety for each size category. Minor Treasure includes a tiny chance of: A few gold, a gem, or a ring.
CHAURUS
Frostbite Spider
Small, Red
15
0
25
5 Dmg + Poison 3/s for 3s
Frostbite Venom, (Minor Treasure)
Poison Spit Attack
Frostbite Spider
Small, White
3
35
0
35
5 Dmg + Poison 3/s for 3s
Frostbite Venom, (Minor Treasure)
Poison Spit Attack
Frostbite Spider
Large, Red
6
150
0 !
200
15 Dmg + Poison 5/s for 3s
Frostbite Venom, (Minor Treasure)
Poison Spit Attack
Frostbite Spider
Large, White
8
220
0
235
15 Dmg + Poison 5/s for 3s
Frostbite Venom, (Minor Treasure)
Poison Spit Attack
Giant Frostbite Spider
Giant, Red
14
380
0
315
45 Dmg + Poison 10/s for 3s
2x Frostbite Venom, (Minor Treasure)
Poison Spit Attack
Giant Frostbite Spider
Giant, White
1/
510
0
430
45 Dmg + Poison 10/s for 3s
2x Frostbite Venom, (Minor Treasure)
Poison Spit Attack
Frostbite Spicier
Giants
The nomadic Giants shepherd their mammoth herds across the Tundra of central Skyrim. They are generally peaceful if left alone. If you decide to
fight them, don't let them get within melee range— they are deceptively fast, so don't get caught in the open. Giant Loot typically includes several
of: Giant Toes, Giant Weapons, Giant Armor, Gold, Gems, Soul Gems, and Animal Parts.
GIANT
NAME
SUBTYPE
HEALTH
5
-=c
Sl
STAMINA
WEAPONS
O
ac
ITEMS
SPELLS
NOTES
Giant
32
59]
o
371 [Gioaf(jub) 60 Dmg
Giant Ids, (Giant Loot)
Gianr Stomp
Resist Magic 33%
£> Hagravens
Witches who surrender their humanity become Hagravens, creatures of corruption and decay revered by the Forsworn of the Reach. Before fighting
them, do what you can to bolster your fire resistance. Warriors should close to melee range rather than try to take them on at a distance.
HAGRAVENS
NAME
SUBTYPE
S3
HEALTH
MAGIEKA
STAMINA
WEAPONS
CD
ITEMS
Q_ ^
Hagroven
20
471
314
50_
Hagroven Feathers
Close Wounds, Fast Healing, Fireball, Firehalt
|$> Horses
HORSES
NAME
SUBTYPE
LV
HEALTH
MAGICKA
STAMINA
WEAPONS
QdS
o
==
OC
<
ITEMS
SPELLS
i/i
UJ
5
Horse
Block
4 239
0
106
Horse Mmi, Horse Hide, (Minor Treasure)
Horse
Paint
4 289
0
106
Horse Meat, Horse Hide, (Minor Treasure)
Horse
Brown
4 289
0
106
Horse Meat, Horse Hide, (Minor Treasure)
Horse
Grey
4 289
0
106
Horse Meat, Horse Hide, (Minor Treasure)
Horse
Palomino
4 289
0
106
Horse Meat, Horse Hide, (Minor Treasure)
Frost
Palomino
4 289
0
106
Horse Meat, Horse Hide, (Minor Treasure)
Shadowmere
Black
50 887
0
198
Horse Meat, Horse Hide, (Minor Treasure)
Regenerates Health, Aggressive
Trt &:dt?8ctc&V
S K Y Rl M
110
THE BESTIARY OF SKYRIM
NOTES
Hunters
Skyrim's vast forests are home to any number of hunters, who prefer the wilderness to life in the cities. Ores in particular often take up this nomadic lifestyle. Most
are glad to barter with a passing adventurer.
HUNTERS
T
NAME
SUBTYPE
LV
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
0-1
5^
NOTES
Hunter
5’
79
25
41
Baw, Arrows, Dagger
Hide Cuirass, Gloves, (Hat), dailies
(Meat), {Animal Parts), (Gold)
Ore Hunter
1
30
25
70
Bow, Arrows, Dagger
Light Cuirass, Lighr Boots, (Gauntlets)
(Locfcpidc), (Meal), (Animal Parts), {Gold)
Hunter
Penitus Oculatus
After the fall of the Blades, the Penitus Oculatus were created to serve as the Emperor's personal security force. They have an outpost in Dragon Bridge.
PENITUS OCULATUS ARCHERS
NAME
SUBTYPE
HEALTH
MAGICKA
§
WEAPONS
ARMOR
ITEMS
cu c
l/V
Penitus Oculatus Agent
Battlemage
1
50
50
50
Imperial Bow, Arrows, Iron Dagger
Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers
Gold
Penitus Oculatus Agent
Battlemage
4
35
60
60
Imperial Bow, Arrows, Iron Dagger
Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers
Gold
Penitus Oculatus Agent
Battlemage
3
128
73
74
i Imperial Bow, Arrows, Iron Dagger
Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Bracers
Gold
Penitus Oculatus Agent
Battlemage
13
180
90
90
Imperial Bow, Arrows, Iron Dagger
Penitus Oailatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers
Gold
Penitus Oculatus Agent
Battlemage
18
231
107
107
Imperial Bow, Arrows, Iron Dagger
Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers
Gold
Penitus Oculatus Agent
Battlemage
23
283
123
124
Imperial Bow, Arrows, Iron Dagger
Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers
Gold
Penitus Oculatus
PENITUS OCULATUS &ATTLEMAGES
NAME
SUBTYPI
HEALTH
s-s
tJ3
s
WEAPONS
ARMOR
sraii
SPELLS
Penilus Oculatus Agent
BotileriKp
1
so
SO
SO
2% Imperial Sword
Penitus Oculatus Armor, Penitus Oculatus Boots,
Penitus Oculatus Bracers, Penitus Oailolus Helmet
Fast Healing, (Flames/Sparks),
Lesser Ward
Penitus Oculatus Agent
Battlemage
4
85
60
60
2x Imperial Sword
Penitus Oculatus Armor, Penitus Oculatus Boots,
Penitus Oculatus Bracers, Penitus Oculatus Helmet
Fast Healing, (Firebolt/Lightning
Bolt), Lesser Ward
Penilus Oculatus Agent
Battlemage
9
128
73
74
2t Imperial Sword
Penitus Oculatus Armor, Penitus Oculatus Boots,
Penitus Oculatus Bracers, Penitus Oculatus Helmet
Fast Healing, (Firebolt/Lightning
Bolt), Lesser Ward
Penitus Oculatus Agent
Battlemage
13
180
90
90
2x Imperial Sword
Penitus Oculatus Armor, Penitus Oculatus Boots,
Penitus Oculatus Bracers, Penitus Oculatus Helmet
Fast Healing, (Firebolt/Lightning
Bolt), Lesser Ward
Penitus Oculatus Agent
Battlemage
18
231
107
107
| 2( Imperial Sword
Penitus Oculatus Armor, Penitus Oculatus Boots,
Penitus Oculatus Bracers, Penitus Oculatus Helmet
Fast Healing, (Fireball/Chain
Lightning), LesserWard
Penitus Oculatus Agent
Battlemage
23
283*
123
124 ^xlmperiol Sword
Penitus Oculatus Armor, Penitus Oculatus Boots,
Penitus Oculatus Bracers, Penitus Oculatus Helmet
Fast Heoling, (Fireball/Chain
Lightning), Lesser Ward
PENITUS OCULATUS WARRIORS
NAME
U_l
E
£
V"*
LV
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
!
SPELLS
NOTES
Penitus Oculatus Agent
Battlemage
1 1 50
5Q 50
Imperial Sward, Imperial Shield
Penitus Oculatus Armor, Penitus Oculatus Bools, Penitus Oculntus Bracers, Penilus Oculatus Helmet
Gold
Penitus Oculatus Agent
Battlemage
4 85
60 60
Imperial Sword, Imperial Shield
Penitus Oculatus Armor, Penitus Oculatus Boats, Penitus Oculatus Bracers, Penitus Oculatus Helmet
Gold
Penitus Oculatus Agent Battlemage
8 128
73 74 Imperial Sword, Imperial Shield
Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers, Penitus Oculatus Helmet
Gold
Penitus Oculatus Agent | Battlemage
13 180
90 90
Imperial Sword, Imperial Shield
Penilus Oculntus Armor, Penitus Oculoius Boots., Penitus Oculatus Bracers, Penitus Oculatus Helmet
Gold
Penitus Oculatus Agent Battlemage
18 231
107 107
Imperial Sword, Imperial Shield
Penilus Oculatus Armor, Penitus Oculatus Boots, Penrtus Oculatus Brocers, Penitus Oculatus Helmet
Gold
Penitus Oculatus Agent Battlemage
23 283
123 124
Imperial Sword, Imperial Shield
Penitus Oculatus Armor, Penitus Oculatus Bools, Penitus Oculalus Brocers, Penilus Oculatus Helmet
Gold
Sailor
Solitude, Dawnstar, and Windhelm are all important Imperial ports, and many sailors from those cities crew the ships that ply the waters along the Sea of Ghosts.
FORSWORN FROSTBITE SPIDERS GIANTS HAGRAVENS HORSES HUNTERS PENITUS OCULATUS* SAILOR
THE INVENTORY ^ THE BESTIARY QUESTS ATEASOF SKYRIM APPENDICES AND INDEX
111
£> Skeletons
Though weaker than Draugr, Skeletons can still be dangerous in large numbers. They are frequently seen in the company of necromancers.
£> Soldiers & Guards
Each of Skyrim's Nine Holds maintains its own standing force of guards, who owe their loyalty to the Jarl. As the Civil War rages between the Imperial Legion
and the Stormdoaks, their soldiers will take posession of the military camps, forts, towns, and cities of Skyrim, replacing some of the local guards.
HOLD GUARDS
NAME
SUBTYPE
HEALTH
MAGKKA
STAMINA
WEAPONS
ITEMS
SPILLS
O
[Hold] Guard
20*
252
50 103
(Imperid/StomKtaok
Weapon)
[Hold] Armor, [Hold] Shield,
Boots, Helmet
(Torch), (Food), (Drink),
(Mi), (Gold)
Guards m The weapons of The
faction (heir Hold is loyol To,
Soldiers &
(Hold Guard]
IMPERIAL LEGION
NAME
SUBTYPE
HEALTH
WEAPONS
ITEMS
V*
1 J
S!
o
Imperial Soldier
Guard
20*
252
50 183
Imperial Sward, Imperial Bow, Steel Arrows, Steel Dogger
Imperial Light Cuirass, Imperial Light Boots, Imperial
Light Gauntlets, Imperiul Light Helmet
[Torch}, (Food), [Drink), (Amulet), [Gold)
Imperial Soldier
Fort/
Siege
5*
74
50 71
Imperial Sword, Imperial Bow, Steel Arrows, Steel Dagger
Imperiul Light Cuiruss, Imperiul Light Boots, Imperiul
Light Gauntlets, Imperial Light Helmet
(Torch), (Food), (Drink), (Amulet), (Gold)
Fort Commander
5*
74
50 71
Imperial Sword, Imperial Bow, Steel Arrows, Steel Dagger
Imperial Light Cuirass, Imperial Light Boots, Imperial
Light Gauntlets, Imperial Light Helmet
(Torch), (Food), (Drink), (Amulet), (Gold)
Imperial Legate
5*
74
50 71
Imperial Sword, Imperial Bow, Steel Arrows, Steel Dagger
Imperial Heavy Cuirass, Imperial Heavy Boots, Imperial
Heavy Gauntlets
Imperial General
5*
74
50 71
Imperial Sword, Imperial Bow, Steel Arrows, Steel Dagger
Imperial Heavy Cuirass, Imperial Heavy Boots, Imperial
Heavy Gauntlets, Imperial Light Shield
(Torch), (Food), (Drink), (Amulet), (Gold)
Spriggan
Spriggans are spirits of the forest, often dwelling in secluded groves and grottos. They are frequently accompanied by bears, wolves, and sabre cats that will
fight to protect them. They are just as tough in melee as with ranged attacks. Use fire against them whenever possible.
SKYRIM
Spriggan
THE BESTIARY OF SKYRIM
Thalmor
The Thalmor are the agents of the elven Aldmeri Dominion, charged with overseeing the implementation of the White-Gold Concordat, the peace treaty between
the Dominion and the Empire. Most view them as spies, or worse. Thalmor Loot includes a chance of gems, food, or drink. Thalmor Wizard Loot includes a
chance of gems, soul gems, potions, or ingredients.
THALMOR ARCHER
NAME
Ck_
&
HEALTH
W
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
TTint-mor Sffldier
Archer
4
12?
Si
62
Bow, Arrows, Dagger
Cuirass, Boots, Hebei, Gauntlets
Ihalmor Loot
Bound Sword, Post Healing
Thalmor Soldier
Archer
12
249
72
94
Bow, Arrows, Dagger
Cuirass, Boots, Helmet, Gauntlets
Thalmor Loot
Bound Sword, Fast Healing
Thalmor Soldier
Archer
20
371
88
126
Bow, Arrows, Dagger
Cuirass, Boots, Helmet, Gauntlets
Thalmor Loot
Bound Sword, Fast Healing •
Thalmor Soldier
Archer
28
493
104
158
Bow, Arrows, Dagger
Cuirass, Boots, Helmet, Gauntlets
Thalmor Loot
Bound Sword, Fast Healing
Thalmor Soldier
khei | 36
565
120
J90
Bow, Arrows, Dagger
Cuirass, Boots, Helmet, Gauntlets
Thalmor Loot
Bound Sword, Fast Healing
§5 _
4m
Thalmor (Guardian)
THALMOR GUARDIAN
NAME
SUBTYPE
HEALTH
MAGtCKA
STAMINA
WEAPONS ARMOR
ITEMS
SPELLS
NOTES
Iholmor Soldier
Guardian
4
127
56
62
1 H Weapon, Dogger Cuirass, Boots, Helmet, Gauntlets, Shield
Mm Soldier
Guardian
12
249
72
94
1 H Weapon, Dagger Cuirass, Boots, Helmet, Gauntlets, Shield
Thalmor Soldier
Guardian
20
371
88
126
1 H Weapon, Dagger Cuirass, Boots, Helmet, Gauntlets, Shield
Thalmor Soldier
Guardian
28
493
104
158
1 H Weapon, Dagger Cuirass, Boots, Helmet, Gauntlets, Shield
Thalmor Soldier
Guardian
36
565
120
190
1 H Weapon, Dagger Cuirass, Boots, Helmet, Gauntlets, Shield
Thalmor (Spellsword}
THALMOR SPELLSWORD
NAME
SUBTYPE
HEALTH
MAG1CKA
STAMINA
WEAPONS
ARMOR
ITEMS
fifj
NOTES
i Thalmor Soldier
Spellsword
4
i 127
56
62
1 H Weapon, Dagger
Cuirass, Boots, Helmet, Gauntlets
Flames, Fast Healing
Thalmor Soldier
Spellsword
12
249
72
94
1H Weapon, Dagger
Cuirass, Boots, Helmet, Gauntlets
Flames, Fast Healing
Thalmor Soldier
Spellsword
20
371
88
126
1 H Weapon, Dagger
Cuirass, Boots, Helmet, Gauntlets
Flames, Fast Healing
Thalmor Soldier
Spellsword
28
493
104
158
1H Weapon, Dagger
Cuirass, Boots, Helmet, Gauntlets
Flames, Fast Healing
Thalmor Soldier
Spellsword
36
565
120
190
1 H Weapon, Dagger
Cuirass, Boots, Helmet, Gauntlets
Flames, Fast Healing
Thalmor (Warrior)
THALMOR WARRIOR
NAME |
wn
HEALTH
3 £
£ i WEAPONS ARMOR
ITEMS
SPELLS
NOTES
Thalmor Soldier Warrior
4
127
,56 62 1H Weapon Cuirass, Boots, Helmet, Gauntlets, (Shield)
Bound Sword
Thalmor Soldier Warrior
12
249
72 94 lHWVeapon Cuirass, Boots, Helmet, Gauntlets, (Shield)
Bound Sword
Thalmor Soldier Worrior
20
371
88 126 1H Weapon Cuirass, Boots, Helmet, Gauntlets, (Shield)
Bound Sword
Thalmor Soldier Warrior
28
493
104 158 1H Weapon Cuirass, Boots, Helmet, Gauntlets, (Shield)
Bound Sword
Thalmor Soldier Worrior
36
565
120 190 1 H Weapon Cuirass, Boots, Helmet, Gauntlets, (Shield)
Bound Sword
Thalmor (Wizard)
THALMOR WIZARD
NAME
is
E5
HEALTH
<
I
STAMINA
WEAPONS
ARMOR
ITEMS
3
Thalmor Wizard
4
127
118
50
Dagger
Thtrlmor Rohes, Ihalmor Boots, Tholmor Gloves, Ttalmw Hoad
Hialmer Wizard
Loot
Flames, Frostbite, Healing, Onkftesh, Spades, Lesser Wand
Thalmor Wizard
12
249
166
50
Dagger
Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood
Thalmor Wizard
Loot
Conjure Flame Atronach, Fast Healing, Firebolt, Lightning Bolt,
Oakflesh, Lesser Ward
Thalmor Wizard
20
371
239
50
Dagger
Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood
Thalmor Wizard
Loot
Banish Daedra, Chain Lightning, Conjure Flame Atronach, Fast
Healing, Fireball, Lightning Bolt, Oakflesh, Steadfast Ward
Thalmor Wizard
28
493
312
50
Dagger
Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood
Thalmor Wizard
Loot
Chain Lightning, Conjure Storm Atronach, Fast Healing, Incinerate,
Stoneflesh, Thunderbolt, Turn Lesser Undead, Steadfast Ward
Thalmor Wizard
36
565
385
50
Dagger
Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood
Thalmor Wizard
Loot
Banish Daedra, Chain Lightning, Close Wounds, Conjure Storm
Atronach, Expel Daedra, Fast Healing, Incinerate, Stoneflesh,
Thunderbolt, Turn Undead, Steadfast Ward
Thalmor Wizard
44
637
458
50
Dogger
Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood
Thalmor Wizard
Loot
Banish Daedra, Chain Lightning, Close Wounds, Conjure Storm
Atronach, Expel Daedra, Fast Healing, Incinerate, Ironflesh,
Thunderbolt, Turn Undead, Steadfast Ward
TRANING
THE INVENTORY
SKELETONS SOLDIERS & GUARDS SPK1G6AN THALMOR
<$> THE flfSTlflJtY QUESTS ATLAS OF SKYRiM
113
APPENDICES AND INDEX
NOTES
TKALMOR WIZARD
l - BOSS
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Tfialrrar Wizard
Bass
14
31/
228
50
Dagger
Thalmor Robes, Thalmor Boots, Thalmor Gloves,
Thalmor Hood
Thalmor Wizard
Loot
Conjure Flame Atronach, Fast Healing, Firobolt, Lightning Bolt, Qakflesh, Lesser Ward
Thalmor Wizard
Boss
23
448
282
50
Dagger
Thalmor Robes, Thalmor Boots, Thalmor Gloves,
Thalmor Hood
Thalmor Wizard
Loot
Banish Daedra, Chain Lightning, Conjure Flame Atronach, Fast Healing, Fireball,
Lightning Bolt, Oakflesh, Steadfast Ward
Thalmor Wizard
Bass
32
579
386
50
Dagger
Thalmor Robes, Thalmor Boots, Thalmor Gloves,
Thalmor Hood
Thalmor Wizard
Loot
Chain Lightning, Conjure Storm Atronach, Fast Healing, Incinerate, Stoneflesh,
Thunderbolt, Turn Lesser Undead, Steadfast Ward
Thalmor Wizard
Boss
40
651
434
50
Dagger
Thalmor Robes, Thalmor Boots, Thalmor Gloves,
Thalmor Hood
Thalmor Wizard
Loot
Banish Daedra, Chain Lightning, Close Wounds, Conjure Storm Atronach, Expel Daedra,
Fast Healing, Incinerate, Stoneflesh, Thunderbolt, Turn Undead, Steadfast Ward
Thalmor Wizard
Boss
50
791
544
50
Dagger
Thalmor Robes, Thalmor Boots, Thalmor Gloves,
Thalmor Hood
Thalmor Wizard
Loot
Banish Daedra, Chain Lightning, Close Wounds, Conjure Storm Atronach, Expel Daedra,
Fast Healing, Incinerate, Ironflesh, Thunderbolt, Turn Undead, Steadfast Ward
B> Trolls
Trolls are among the most feared of Skyrim's predators. They regenerate health, so attack aggressively— it's worth taking some punishment to keep the
attacks up. Trolls are notably weak to fire. Minor Treasure includes a tiny chance of: A few gold, a gem, or a ring.
TROLLS
NAME
oa
HEALTH
MAGICKA
STAMINA
WEAPONS
ac
O
S
ec:
ITEM
SPE11S
NOTES
Troll
14
290
0
340 35 Dmg
Troll For, (Minor Treasure)
Regenerate Health, Weak to Fine 50%
Frost Troll
22
MO
0
480 65 Drug
Troll Fat, (Minor Treasure)
Regenerate Health, Weak to Fire 50%
£> Vampires
Vampirism begins as a disease, Sanguinare Vampiris, but quickly progresses to something much worse if left untreated. Vampires tend to congregate in
clans, and their fearsome reputation is well deserved. It's worth spending those scrolls and potions you've been hording to defeat higher-level vampires. You
can't let the fight drag on because their primary attack heals them while hurting you. Vampire Loot includes a chance of: Lockpicks, Potions, Jewelry, Gems,
Gold, Books, or Staffs.
VAMPIRES
NAME
SUBTYPE
>1
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
.
Vompire
Vampire
Fledgling
1
35
75
50
(lHSword/IKAxe)
(Mage Rohes/ Armor), Boots
Vampire Loot, (Gold)
Vompire Drain Life, Invisibility, Raise
Zombie __J
50% Resrsi frost, 50% Week to Fir e, Damage from Sunhghr
Vampire
6
120
120
90
(1H Sword / 1 H Axe)
(Mage Robes /Armor), Boots
Vampire Loot, (Gold)
Vampire Drain Life, Invisibility, Raise
Zombie
50% Resist Frost, 50% Weak to Fire, Damage from Sunlight
Blooded
. Vampire
12
224
169
112
(1 H Sword / 1 H Axe)
(Mage Robes / Armor), Boots
Vampire Loot, (Gold)
Vompire Droin Life, Invisibility, Raise
Zombie
50% Resist Frost, 50% Weak to Fire, Damage from
Sunlight, +5 Unarmed Damage
Vampire
Misfwdker
20
331
226
148
(1H Sword / 1H Axe)
(Mage Robes / Armor), Boots
Vampire Loot, (Gold)
Vampire Drain Life, Invisibility,
Reanimate Corpse, Ice Spike
50% Resist Frost, 50% Weak to Fire, Damage from
Sunlight, +7 Unarmed Damage
Vampire
Nightstalker
28
413
283
179
(1H Sword/ 1H Axe)
(Mage Robes /Armor), Boots
Vampire Loot, (Gold)
Vompire Drain Life, Invisibility, Ice
Spike, Lightning Bolt, Reanimate
Corpse
50% Resist Frost, 50% Weak to Fire, Damage from
Sunlight, +10 Unarmed Damage
Ancient
Vampire
38
583
348
224
(T H Sword / 1 H Axe)
(Mage Robes / Armor), Boots
Vampire Loot, (Gold)
Vampire Drain Life, Invisibility, Ice
Spike, Lightning, Revenant
50% Resist Frost, 50% Weak to Fire, Damage from
Sunlight, +15 Unarmed Damage
Volkihar
! Vampire
48
823
413
294
(1H Sword / 1H Axe)
(Mage Robes /Armor), Boots
Vompire Loot, (Gold)
Vampire Droin Life, Invisibility, Chain
Lightning, Ice Storm, Revenant
50% Resist Frost, 50% Weak to Fire, Damage from
Sunlight, +20 Unarmed Damoge
MASTER VAMPIRES
NAME
SUBTYPE
HEALTH
MAGICKA
<
1
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Master Vompire
14
252
177
126
(IK Sword/ 1H Axe)
(Mage Robes / Armor), fiaots
Vampire loot, (Gold)
Vampire Drain Life, Invisibility, Raise
Zombie
50%« Resist FrasL, 50 % Weak to Fire, Damage from
Sunlight, +5 Unarmed Damage
Master Vompire
23
378
238
169
(1 H Sword / 1 H Axe)
(Mage Robes / Armor), Boots
Vampire Loot, (Gold)
Vampire Drain Life, Invisibility,
Reanimate Corpse, Ice Spike
50% Resist Frost, 50% Weak to Fire, Damage from
Sunlight, +7 Unarmed Damage
Master Vompire
31
500
310
210
(1H Sword/ 1H Axe)
(Mage Robes / Armor), Boots
Vampire Loot, (Gold)
Vompire Droin Life, Invisibility, Ice
Spike, Lightning Bolt, Reanimate
Corpse 1
50% Resist Frost, 50% Weak to Fire, Damage from
Sunlight, +10 Unarmed Damage
Master Vampire
42
669
414
257
(1 H Sword / 1 H Axe)
(Mage Robes / Armor), Boots
Vampire Loot, (Gold)
Vampire Drain Life, Invisibility, Ice
Spike, Lightning, Revenant
50% Resist Frost, 50% Weak to Fire, Damage from
Sunlight, +15 Unarmed Damage
1 Volkihar Master
Vampire
53
968
458
354
(1H Sword/ 1H Axe)
(Mage Robes /Armor), Boots
Vompire Loot, (Gold)
Vampire Drain Life, Invisibility, Chain
Lightning, Ice Storm, Revenont
50% Resist Frost, 50% Weak to Fire, Damage from
Sunlight, +20 Unarmed Damage
The Sider /Scrolls V
S K Y Rl M
THE BESTIARY OF SKYRiM £>>
nm mm m - » mmm
114
t$> Vigilants of Stendarr
The Vigilants of Stendarr are priests in the service of Stendarr, the Divine of Mercy. They will gladly lend their aid to a hero who fits their ideals of virtue. But werewolves, vampires, and daedra
worshippers have reason to fear their wrath.
VIGILANTS OF STENDARR
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Vigrlanr of
Stendarr
5
90
57
63
Mace, Torch
Steel Boots, Steel Gauntlets, Mage Robes, Mage
Hood, Amulet of Stendarr
Potions, Books
Healing, Oakflesh, Lesser Ward
Vigilant of
Stentforr
9
130
63
77
Mace, Torch
Steel Boots, Steel Gauntlets, Mage Robes, Mage
Hood, Amulet of Stendarr
Potions, Books
Healing, Oakflesh, Lesser Ward
Vigilant of
Stendarr
14
180
72
93
Mace, Torch
Steel Boots, Steel Gauntlets, Mage Robes, Mage
Hood, Amulet of Stendarr
Potions, Books
Healing, Qokflesh, Lesser Word
Vigilant of
Stendarr
19
230
80
110
Mace, Torch
Steel Boots, Steel Gauntlets, Mage Robes, Mage
Hood, Amulet of Stendarr
Potions, Books
Healing, Oakflesh, Lesser Ward
Vigilant of
Stendarr
i
i
1
25
290
90
130
Mace, Torch
Steel Boots, Steel Gauntlets, Mage Robes, Mage
Hood, Amulet of Stendarr
Potions, Books
Healing, Oakflesh, Lesser Ward
V7g/tanf of Stendarr
B> Warlocks
Warlocks is a catchall term for the mages, wizards, conjurers, and necromancers that you may face on your journey. Warlocks encountered as bosses have more magicka than their non-boss
counterparts, and are more likely to carry a staff. Warlock Loot includes a chance of: soul gems, potions, recipes, and alchemy ingredients.
FIRE MAGES
NAME
SUBTYPE
>5
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
53
m
NOTES
Novice Fire Mage
1
50
100
25
Dagger, (Staff)
Mage Robes, Boots
(Warlock Loot)
Flames, Lesser Ward
Apprentice Fire Mage
6
142
158
25
Dagger, (Staff)
Mage Robes, Boots
(Warlock Loot)
Firebolt, Flames, Healing, Oakflesh, Lesser Ward
Fire Mage Adept
12
192
198
25
Dagger, (Staff)
Mage Robes, Boots
(Warlock Loot)
Fast Healing, Firebolt, Flames, Stoneflesh, Steadfast Ward
Fire Mage
19
275
270
25
Dagger, (Staff)
Mage Robes, Boots
(Warlock Loot)
Fost Healing, Fireball, Firebolt, Flome Cloak, Stoneflesh,
Steadfast Ward
j Fire Wizard
27
367
323
25
Dagger, (Staff)
Mage Robes, Boots
(Warlock Loot)
Close Wounds, Fast Healing, Fireball, Firebolt, Flame Cloak,
Ironflesh, Steadfast Ward
Pyromancer
36
467
383
25
Dagger, (Staff
of Fireballs)
Mage Robes, Boots
(Warlock Loot)
Close Wounds, Fireball, Flame Cloak, Grand Healing,
Incinerate, Ironflesh, Greater Word
| Arch Pyromancer
46
575
500
50
Dagger, (Staff
of Fireballs)
Mage Robes, Boots
(Warlock Loot)
Close Wounds, Fireball, Flome Cloak, Grand Healing,
Incinerate, Ironflesh, Greater Word
ICE MAGES
S
m
m
SUBTYPE
IV
HEALTH
8 I
“ i
WEAPONS ARMOR
ITEMS
SPELLS
Novice tee Merge
1 50
100 25
Dagger, (Staff) Mage Robes, Boots
(Warlock Loot)
Frostbite, Lesser Ward
Appreflike ice Wage
6 142
158 25
Dagger, (Staff) Mage Robes, Boots
(Warlock Loot)
Frostbite, Healing, Ice Spike, Oakflesh, Lesser Ward
Ice Mage Adept
12 192
198 25
Dagger, (Staff) Mage Robes, Boots
(Warlock Loot)
Fast Healing, Frostbite, Ice Spike, Stoneflesh, Steadfast Ward
Ice Mage
19 275
270 25
Dagger, (Staff) Mage Robes, Boots
(Warlock Loot)
Fast Healing, Frost Clook, Ice Spike, Ice Storm, Stoneflesh, Steadfast Ward
Ice Wizard
27 367
323 25
Dogger, (Staff) Mage Robes, Boots
(Warlock Loot)
Close Wounds, Fast Healing, Frost Cloak, Ice Spike, Ice Storm, Ironflesh, Steadfast Ward
Cryomancer
36 467
383 25
Dogger, (Staff of Ice Storm) Mage Robes, Boots
(Warlock Loot)
Close Wounds, Frost Clock, Grand Healing, Ice Storm, icy Spear, Ironflesh, Greater Word
Arch Cryomancer
46 575
500 50
Dagger, (Staff of Ice Storm) Mage Robes, Boots
(Warlock Loot)
Close Wounds, Frost Cloak, Grand Healing, Ice Storm, Icy Spear, Ironflesh, Greater Ward
STORM MAGES
NAME H E= § I WEAPONS ARMOR
3 ^ 3 3 s£
Novice Storm Mage
1
SO
100
25
Dogger, (Staff)
Mage Robes, Boots
(Warlock Loot)
Sparks, Lesser Ward
Apprentice Storm Mage
6
142
158
25
Dagger, (Staff)
Moge Robes, Boots
(Warlock Loot)
Fast Healing, Lightning Bolt, Oakflesh, Sparks, Lesser Ward
Storm Moge Adept
12
192
198
25
Dagger, (Sroff)
Mage Robes, Boots
(Warlock Loot)
Fast Healing, Lightning Bolt, Sporks, Stoneflesh, Steadfast Ward
Storm Moge
19
275
270
25
Dogger, (Staff)
Moge Robes, Boots
(Warlock Loot)
Chain Lightning, Fast Healing, Lightning Bolt, Lightning Cloak, Stoneflesh, Steadfast Ward
Storm Wizard
27
367
323
25
Dagger, (Staff)
Moge Robes, Boots
(Warlock Loot)
Chain Lightning, Close Wounds, Fast Healing, Ironflesh, Lightning Bolt, Lightning Cloak, Steadfast
Ward
Electromancer
36
467
383
25
Dagger, (Staff of
Chain Lightning)
Moge Robes, Boots
(Warlock Loot)
Chain Lightning, Close Wounds, Grand Healing, Ironflesh, Lightning Cloak, Thunderbolt, Greater
Ward
Arch Electromancer
46
575
500
50
Dagger, (Staff of
Chain Lightning)
Moge Robes, Boots
(Warlock Loot)
Chain Lightning, Close Wounds, Grand Healing, Ironflesh, Lightning Cloak, Thunderbolt, Greater
Ward
THE INVENTORY
THALWOR MLS VAMPIRES VIGILANTS OF STENDARR WARLOCKS
<§> THE BESTIARY QUESTS ATLAS OF SKYRIM
115
APPENDICES AND INDEX
NOTES
CONJURERS
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMO!
ITEMS
SPELLS
Novice Conjuror
1
50
100
25
flagger, [Stuff)
Mage Robes, Boots
(Warlock Loot)
Conjure Familiar, Flames, Oakflesh, Lesser Ward
Apprentice Conjurer
6
M2
158
25
Dogger, (Stuff)
Mage Robes, Bools
(Warlock Loot)
Conjure Flame Atronach, Fast Healing, Homes, Oakflesh, Lesser Ward
Conjurer Adept
12
192
198
25
Dogger, (Stuff)
Mage Robes, Boots
(Warlock Loot)
Conjure Flome Atronach, Fost Healing, Firebolt, Flames, Stonellesh, Steadfast Ward
Conjurer
19
275
270
25
Dogger, (Stuff)
Mage Robes, Boots
(Warlock Loot)
Banish Daedra, Close Wounds, Conjure Frost Atronach, Fast Healing, Frostbite, Ice Spike, Stoneflesh,
Steadfast Ward
Ascendant Conjurer
27
367
323
25
Dagger, (Staf )
Mage Robes, Boots
(Worlock Loot)
Close Wounds, Command Daedra, Conjure Storm Atronach, Expel Daedra, Fast Healing, Ice Spike, Ice
Storm, Stoneflesh, Steadfast Ward 1
Master Conjurer
36
467
383
25
Dagger, (Stuff.)
Mage Robes, Boots
(Warlock Loot)
Chain Lightning, Close Wounds, Command Daedra, Conjure Storm Atronach, Expel Daedro, Ironflesh,
Thunderbolt, Greater Ward
Arch Conjurer
46
575
500
50
Dagger, (Staff)
Mage Robes, Boots
(Warlock Loot)
Chain Lightning, Close Wounds, Command Daedro, Conjure Storm Atronach, Expel Daedro, Ironflesh,
Thunderbolt, Greater Word
NECROMANCERS
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
tjTl
e
SPELLS
Novice Necromancer
!
soj
100 25
Dogger
Necromancer Robes, Necromancer Boots
(Warlock Loot)
Frostbite, Raise Zambia, Lesser Word
Apprentice
Mecfomaner
6
142
158
25
Dagger, (Soul Gems)
Necromancer Robes, Necromancer Boots
(Worlock Loot)
Fost Heoling, Frostbite, Ice Spike, Oakflesh, Raise Zombie, Lesser Ward
Necromancer Adept
' 12
192 198
25
Dagger, (Soul Gems)
Necromancer Robes, Necromancer Boots
(Worlock Loot)
Fast Heoling, Frostbite, Ice Spike, Reanimate Corpse, Stoneflesh, Steadfast Ward
Necromage
19
275
270
25
Dagger, (Soul Gems)
Necromancer Robes, Necromancer Boots
(Worlock Loot)
Fast Heoling, Ice Spike, Reanimate Corpse, Revenont, Stoneflesh, Turn Undeod,
Steadfast Ward
Ascendant
Necromancer
27
367
323
25
Dagger, (Soul Gems)
Necromancer Robes, Necromancer Boots
(Worlock Loot)
Close Wounds, Dread Zombie, Fast Heoling, Ice Spike, Ice Storm, Ironflesh,
Revenont, Turn Undead, Steadfast Ward
Muster Necromancer
36
467
383
25
Dagger, (Staff), (Soul
Gems)
Necromancer Robes, Necromancer Boots
(Worlock Loot)
Close Wounds, Dread Zombie, Grond Heoling, Ice Spike, Ice Storm, Ironflesh,
Revenont, Turn Greater Undeod, Greater Ward
Arch Necromancer
46
575
500
50
Dagger, (Staf), (Soul
Gems)
Necromancer Robes, Necromancer Boots
(Warlock Loot)
Close Wounds, Dread Zombie, Grand Heoling, Ice Spike, Ice Storm, Ironflesh,
Revenont, Turn Greater Undead, Greater Ward
& Wisps
Wispmothers are always found with a group of Wisps (typically 3). While the Wisps live, each grants the Wispmother a bonus to her Health, Magicka, or
Stamina. Make sure to kill the Wisps before attacking the Wispmother directly; she is much weaker without them. When her health is low, the Wispmother
will conjure two illusory Shades as a distraction.
WISPS
NAME
SUBTYPE
HEALTH
MAGICKA
STAMINA
WEAPONS
ARMOR
ITEMS
SPELLS
NOTES
Wisp
1 1
50 50
50
-
Energy Sap
Waterwalking
Shade
\j~ i
36 224
50
Frostbite
Waterwalking
Wispmorher
28
600 300
50
Glowdust, Wisp Wrappings
Ice Volley, Conjure Shades
Speed Burst, Regeneration, Waterwalking
Witches
Witches are female sorcerers training to become Hagravens, and often serve under them.
Tr.e 6 leer V
s!<yrTm
Wi DilUJi
THE BESTIARY OF SKYRIM
NOTES ■■■ ■ ■ ■ NOTES
QUESTS
« MAIN QUEST $>
OVERVIEW
The Main Quest begins the moment you start your adventure. Over the course of three acts, these quests involve some of the most important and wide-ranging events in Skyrim. Once you escape
the town of Helgen, you are free to continue or ignore the Main Quest whenever you wish. However, it is recommended that you complete most of the first act sooner rather than later, as you're
rewarded with several important powers (including Shouts) that can make your other adventures less fraught and more entertaining. Remember that you can completely finish the Main Quest and
then return to tackle any other quests (or just explore) without penalty.
NOTE Cross-Referencing: Do you want to see maps and learn more
abut the traps, non-queskelated Items, collectibles, crofting
areas, and other important rooms of note in every location during these quests?
Then cross-reference the location you travel ta with the information an that
location contained in this guide's Atlas.
NOTE The main quest also Involves o number of Skyrim's other factions.
For more information, consult their Quest listings. For information
on Hodvar, Ralof, General Tullius, and Ulfric Stormdoak, consult the Civil War
Quest Introduction.
AVAILABLE QUESTS
There are a total of 20 different Main Quests in three acts. Each quest leads directly into the next, as shown in the following table:
0
QUEST NAME
PREREQUISITES
ACT III
□
Main Quest: The
Fallen
Complete Main Quest Alduin's
Bane
□
Main Quest:
Pmrthumgxt
Complete Moin Quest Alduin's
Bane
Main Quest: Season
Unendingt
Complete Main Quest: Afduin's
Bane
=
Main Quest: The
World-Eater's Eyrie
Complete Moin Quest The
Fallen
Main Quest:
Sovngorde
Complete Main Quest The
World-Eater's Eyrie
Main Quest:
Dragonslnyer
Complete Mein Quest
Sovngarde
Main Quest: Epilogue
Complete Main Quest
Dragonslayer
0
QUEST NAME
PREREQUISITES
ACTI
Main Quest Unbound
None
Main Quest Before
the Storm
Complete Main Quest
Unbound
Main Quest: Bleak
Falls Barrow
Complete Main Quest: Before
the Storm
Main Quest: Dragon
Rising
Complete Main Quest Bleak
Foils Barrow
Main Quest: The Way
of the Voice
Complete Main Quest: Dragon
Rising
Main Quest The Horn
of Jurgen Windcoller
Complete Main Quest: The Way
of the Voice
Main Quest: A Blade
in the Dark
Complete Main Quest: The .
Horn of Jurgen Windcaller
0
QUEST NAME
PREREQUISITES
ACT II
Main Quest:
Complete Main Quest A Blade
___
Diplomatic Immunity
in the Dark
Moin Quest A
Complete Main Quest
Cornered Rat
Diplomatic Immunity
Moin Quest Alduin's
Complete Main Quest A
Wall
Cornered Rat
Main Quest The
Complete Main Quest: Alduin's
Throat of the World
Wall
Moin Quest Elder
Complete Moin Quest The
Knowledge
Throat of the World
-
Moin Quest: Alduin's
Complete Main Quest: Elder
Bane
Knowledge
NOTE t This quest is optional and can be completed at nny point after Aid win's Bane, even after the Main Quest is over,
t This quest occurs only if the Civil War still rages across Skyrim. See its description for more details.
The Greybeards and the Blades have their awn Faction Radiant Quests. Consult the section marked "Other Factions: Quests" on page 322 for more information.
<S§ MAIN QUEST: ACT I §>
UNBOUND
INTERSECTING QUESTS: Main Quest: Before the Storm
LOCATIONS: Helgen
CHARACTERS: Alduin, Elenwen, General Tullius, Gunjar, Gunnar, Hadvar, Homing, Imperial Captain, Imperial Soldier, Ingrid, Lokir, Matlara, Priestess of Arkay,
Ralof, Stormdoak Soldier, Thalmor Soldier, Torolf, Torturer, Torturer's Assistant, Ulfric Stormdoak, Vilod
ENEMIES: Cave Bear, Frostbite Spider, Imperial Soldier, Stormdoak Soldier, Torturer, Torturer's Assistant
0 OBJECTIVES: Make your way to the Keep, Enter the Keep with Hadvar or Ralof, Escape Helgen, Find some equipment, Loot Gunjar's body, (Optional) Search
the barrel for potions, (Optional) Attempt to pick the lock to the cage
m
TRANING
THE INVENTORY
OVERVIEW AVAILABLE QUESTS UNBOUND
THE BESTIARY <§> QUESTS
ATLAS OF SKYRIM
TSv-
117
APPENDICES AND INDEX
£> Bound for the Block
The clattering of hooves
against cobblestone and the
sway of the prison cart wakes
you. Ralof, a Stormcloak rebel,
wastes no time in talking to
you. You're joined on this
condemned wagon by a horse
rustler named Lokir who hails
from a town called Rorikstead
and a large, imposing man who is bound and gagged. After Lokir addresses the man without
proper respect, Ralof tells him to watch his tongue: he's speaking to Ulfric Stormcloak, the true
High King of Skyrim and leader of the Stormcloak Rebellion against the Empire!
The convoy continues toward the gates of Helgen, a fortified hamlet in Falkreath Hold.
You pass by General Tullius, leader of the Imperial forces in Skyrim, and his Thalmor advisors.
Ralof looks around the settlement, remembering his youthful indiscretions. You pass a boy
named Homing, who wants to watch the soldiers parading in his town. His father quickly herds
him back indoors. The wagon stops. This is the end of the line. The prisoners disembark, and
their names are recorded. Lokir attempts to flee but is cut down by Imperial archers. An Imperial
Soldier named Hadvar beckons you forward and asks for your name.
<$£ NOTE At this point, you should create the precise character you wish
to adventure as. You need only choose your character's rate,
gender, and distinguishing features (from the size of your nose to the scars on
your face). The only choice that affects your adventure is your race, as each
race has specific strengths and powers. Consult the Training section of this guide
on page 4 for more insight. For the purposes of this guide, a Mate Nord named
Dovahkiinwas created.
Hadvar turns to his superior
and asks her what to do with
you, as you're not on the list
of captured rebels. The Imperial
Captain tells Hadvar to ignore
the list; you're going to the
block. You step forward, where
General Tullius has a rather
one-sided discussion with
Ulfric Stormcloak, interrupted only by a strange guttural sound in tie distance. A Priestess of
Arkay attempts to bless the rebels before they're put to death, mentioning the "Eight Divines"
(Thalmor law prohibits the worship of the Nordic god Talos, Tiber Septim; this infuriates the
Stormdoaks). After the headsman swings his axe, the first rebel is beheaded, and you're
summoned to the block just as another bellow echoes through the mountains. Resting your
head on the block, the headsman raises his axe...and a gigantic black creature arcs through
the skies, landing heavily on Helgen's central tower and unleashing a Thu'um (or Shout) that
scatters everyone, both rebel and Imperial alike!
0 OBJECTIVE: Make your way to the Keep
The World-Eater Returns
Amid the chaos, Ralof yells
for you to follow him. Oblige
him (as you're still bound,
and dashing about in a panic
doesn't further your cause).
Follow Ralof as he reconvenes
with Ulfric Stormcloak inside
the Keep and beckons you to
follow him up the steps. As
you reach the Keep's second landing, a section of exterior wall comes crashing down, and the
The Qiderfceii V
skyrTm
black dragon roasts the area with fire before flying out of view. Ralof tells you to leap across
to the ruins of the town's inn. Jump across, landing in the upstairs area, then head down to
ground level.
The streets are filled with fire, wreckage, and panicked citizens. Hadvar is removing the boy
Homing from danger, before recommending you follow him to (relative) safety. Shadow Hadvar
as you both weave through the ruins of Helgen, briefly pausing to watch hapless Imperial forces
trying to bring down the dragon. You can't help or search corpses, as your hands are still tied.
Eventually, Hadvar brings you to the main Keep, where you both run into Ralof. After a short
but tense standoff, they run to separate doors of the Keep and shout for you to head inside
with them.
0 OBJECTIVE: Enter the Keep with Hadvar or Ralof
NOTE rN rfKR This quest splits into two parallel paths at
v this point, Tfie general route out of Helgen
through the Keep is the some, but your allies and enemies will be different. The
person you join with here affects who you journey with in the next quest and
sets you up with on alliance for the Civil War Quests to come. However, you can
still switch sides after this quest, so it doesn't matter who you escape with,
0 OBJECTIVE: Escape Helgen
3> Battle Through the Keep
Path A: Helping Hadvar
Follow Hadvar into
Helgen's Keep, where he
removes your bindings
and recommends you search
the barracks for any weapons
and items you can find. Step
over to the Warden's Chest,
which has what you need.
0 OBJECTIVE: Find some equipment
> Imperial Light Armor > Imperial Light Boots
> Iron Sword > Helgen Keep Key
After searching the room (there's a weapon on the weapon rack by the wall and more items
in one of the other chests), Hadvar opens the wooden grating, allowing you to continue
down a corridor to a second pull chain and grating. Equip your new weapons and armor,
and then slaughter the Stormcloak Soldiers in the room beyond. When they are both dead,
you can ransack their bodies for items and different equipment. Unlock the gate to the west
and proceed.
Path B: Rendezvous with Ralof
6
Follow Ralof into
Helgen's Keep, where
he encounters the
remains of his comrade, Gunjar.
After wishing him a quick
journey to Sovngarde, he cuts
your bonds and instructs you to
take Gunjar's gear.
0 OBJECTIVE: Loot Gunjar's body
118
QUESTS: MAIN QUEST: ACT 1
> Iron War Axe > Stormdoak Cuirass > Fur Boots
After inspecting both exits (which are locked), Ralof notices some incoming Imperials and
crouches down ready to ambush them. Equip your new weapons and armor, and then slaughter
the Imperial Captain and Soldier. When they are both dead, you can ransack their corpses for
items and different equipment. You'll find the Helgen Keep Key on the Captain's body. Unlock
the gate to the west and proceed.
> Helgen Keep Key
TIP Character Development: During either Path A or Path B, you
should be learning all of the following:
How to loot corpses, learning what to take and leave behind and seeing which
items give you the best stat increases. The small triangle next to items in
your inventory signifies that they are better than the ones you currently have
equipped.
How to equip weapons and armor, as well as any spells or powers you may have
because of your race.
What it feels like to wield a weapon, a spell, a weapon and shield, or two
weapons. Or, take the two-handed weapon one of your enemies was carrying
and use it. These help to increase different skills, which you can start doing
right now!
How to ready and sheathe your weapon(s), perform regular and power attacks,
and block (either with a weapon or a shield).
H You can set your Favorites to a combination of weapons and powers that you
enjoy, and then a second set to switch between.
You can switch between first- and third-person views to see which you prefer.
Merged Path: Melgen Escape
Follow your ally through the gate and down the steps. The dragon causes the roof to collapse,
forcing you left and into a storage room. Two enemies (of the opposing faction) are in this
chamber. Bring them both down, helping your ally as much or as little as you wish. He
recommends you look around the room for potions; you'll need them!
0 OBJECTIVE: (Optional) Search the barrel for potions
IS= ill
You can search for whatever you wish. However, simply look in the barrel indicated, collect the
potions, and meet up again with your ally.
> Potions '
Head back out into the main
corridor (on the other side
of the roof collapse), and
follow your friend down into
the torture chamber. The
Torturer and his assistant
(both Imperials) are fighting
Stormcloaks in here. After the
commotion is over, grab the
items from the knapsack on the table, read or take the Book of the Drogonborn, and steal a
dagger and any other weapons from the chamber. Your ally notices that one of the torturer's
cages houses the corpse of a mage and suggests you pry open the lock. You're given lockpicks
for this purpose. Open the lock (Novice), and take the mage's clothing and your first Spell
Tome. Then head out of the chamber.
> The Book of the Drogonborn > Novice Hood
> Lockpick (12) > Novice Robes
> Loose gear > Spell Tome: Sparks
TIP Character Development: At this point, you should be:
Swapping, dropping, and equipping weapons that you find
interesting.
Opening the two other cells to further improve your Lockpicking skill.
Reading both books and learning the Sparks spell from the Tome. Now equip
this spell in one of your hands if you want to try it out.
Donning the mage's Novice Hood and Robes if their enchantment suits you
better than your previous outfit.
Wind your way past the prison
cells and down the steps, and
be ready to combat enemies in
the two-level lower dungeon.
You can leave your ally to
soak up most of the damage
or wade in yourself. There are
some particular methods of
tackling the foes in here:
The terrain is narrow, meaning movement is restricted. So watch your step, as well as the
foes armed with bows.
Quickly take down a foe and grab a bow and some arrows. Use those on the enemy, ideally
from range and the upper level.
If you have a fire-based spell (because of your race), you can set fire to the pool of oil on
the opposite side, burning some foes.
Or you can use Sparks and weaken enemies with electrical damage from a distance.
Follow your ally out of the lower dungeon to a bridge that he lowers using the lever (or you can
do this if you're impatient). After crossing the bridge, a giant slab of stone crushes the structure,
stopping you from backtracking. However, you can drop through the wreckage and follow the
path down the rushing subterranean stream. Follow the flow of water past a skeleton (take
its coin purse) and down into a cobweb-filled cave. It is here that you're set upon by around
six Frostbite Spiders. Use ranged attacks to weaken them, followed by melee strikes to finish
them; this is the best way to battle them. Leave your ally to attack his own arachnids, or team
up and make quick work of them.
Aftercrossingasmall natural
bridge, your ally crouches and
indicates the presence of a bear
just ahead. He suggests two
ways to get past her: sneaking
so as not to disturb her, or
hitting her with an arrow from
the bow he gives you. The
choice is yours. You can:
Crouch (which means you're sneaking) and quietly head left (southeast) down the cave into
a tunnel, avoiding the bear completely.
Equip the bow (you may wish to have already set up a melee weapon or weapon and spell
in your Favorites to quickly swap to), fire up to three shots before she reaches you, and
then finish her off with your ally's help.
Use the weapons or spells you prefer to take down the bear. You may want to invoke your
racial power in this fight, if it helps. Wood Elves, in particular, can use Command Animal to
simply turn the bear into an ally and walk right by.
Or simply sprint past the bear and down the tunnel as quickly as possible.
> Long Bow > Iron Arrow (12)
Quest Conclusion
After the bear encounter, the cave narrows to a winding tunnel, with light streaming from the
far end. This is the way out! Main Quest: Before the Storm begins immediately.
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
BEFORE THE STORM
PREREQUISITES: Character Generation, Complete Main Quest: Unbound
INTERSECTING QUESTS: Main Quest: Unbound, Main Quest: Bleak Falls Barrow, Side Quest: The Golden Claw
LOCATIONS:, Helgen, Riverwood, Alvor and Sigrid's House, Hod and Gerdur's House, Whiterun, Dragonsreach
CHARACTERS: Alvor, Dorthe, Frodnar, Gerdur, Hadvar, Hilde, Hod, Irileth, Jarl Balgruuf the Greater of Whiterun, Proventus Avenicci, Ralof, Sigrid, Sven
ENEMIES: Rabbit, Wolf
0 OBJECTIVES: Talk to Alvor in Riverwood, Talk to Gerdur in Riverwood, Talk to the Jarl of Whiterun
4
| 3 > A Wander Down to Riverwood
You emerge into the bright light of Falkreath Hold, north of the still-
shouldering ruin of Helgen. You and your companion watch as the dragon
responsible for disrupting your execution flies away to the north.
❖
This is Hadvar. You
will follow him if
you befriended this
Imperial soldier while
escaping Helgen.
6
This is Ralof. You
will follow him if
you befriended this
Stormcloak operative
while escaping Helgen.
Speak to him so the objective updates. At this point, you can:
0 Follow him down the hillside, which is advisable if you want to complete this quest.
0 Head off alone, ignoring him: To continue this quest, simply meet up with Hadvar's or
Ralof's contact in Riverwood, or journey to Whiterun and speak to the Jarl there.
Civil War: The lands of Skyrim are engaged in a fierce Civil War between the
Imperials and Stormdoaks. In fact, if you decide to begin the long and bloody
routing of the faction you oppose, consult the Civil War Quests elsewhere in this
guide. The Civil War can affect some of the Main Quest after this quest, but only
if you've made decisions during the Civil War Quests. Such variations are flagged
throughout the Main Quest. If applicable, they give you ample time to side with
your Faction if you wish.
0
OBJECTIVE: Talk to Alvor in Riverwood
0 OBJECTIVE: Talk to Gerdur in Riverwood
♦ TARGET: Your friend's contact, in the town of Riverwood
Follow your friend down the
hillside. He points out the
ominous ruins on the river's
opposite side: Bleak Falls
Barrow. Continue to the edge
of the White River, which flows
from Lake llinalta to the west.
Your friend is talking about the
current situation regarding your
chosen Faction when a couple of wolves interrupt him. Join in the attack, or watch your friend
defeat them. Then follow the path along the riverbank and into Riverwood, which is on the
edge of Whiterun Hold.
<$u TIP Roaming Around: Investigate any nearby Primary Locations on
your way to Riverwood. Either before or after you reach Riverwood,
be sure to inspect the Guardian Stones and perhaps fight off a few bandits inside
Embershard Mine. You can also spot salmon leaping the rapids, try the bow and
shoot a rabbit or two, and pick any wildflowers or other ingredients growing
nearby. Consult the guide's Atlas Chapter {beginning on page 414 ) to see every
nearby location, and what each contains.
NOTE Compass; Nearby Primary Locations are black on your compass.
After you discover them, they change to white. Once you "clear"
them, this is flogged on your world map. Remember that "cleared" doesn't
mean "ransacked"; you can leave the treasures inside a dungeon, and your map
will still mark it as cleared.
Enter Riverwood, where
Hadvar beckons you to
meet his uncle. Head to the
blacksmith's, where Uncle
Alvor is hammering away in
his forge. He seems confused
and troubled by his nephew's
appearance and is convinced to
head inside his house to talk.
Sigrid (Alvor's wife) will prepare some vittles; it looks like you could use some sustenance.
Head inside Alvor and Sigrid's House. Hadvar tells of his assignment to General Tullius's
guard and the dragon attack in Helgen. Alvor accuses Hadvar of being drunk, saying the
dragons were wiped out long ago. Hadvar finishes the story, telling Alvor that he owes his life
to you. Hadvar wishes to leave for Solitude, but you both need food and a place to stay. Alvor
offers you a gift, while his daughter Dorthe watches silently. You can take any or all of the
items offered. Then Alvor turns to you: Riverwood needs your help. Jarl Balgruuf of Whiterun
needs to know if there's a dragon on the loose, as Riverwood is defenseless against it. Soldiers
must be sent here. Your Quest Objective updates, along with your map, and you can ask Alvor,
Sigrid, or anyone else further questions before you leave.
> Gift
{0) Stormdoaks: Gerdur and Hod
Enter Riverood, where
Ralof walks around the
left (northern) side of the
Blacksmith's to meet his sister.
Sven and his mother, Hilde,
can be heard arguing about the
dragon she saw. Ralof shouts
a greeting to his sister Gerdur,
who is delighted to see him.
The B'.der S ctojIs' V
skyrTm
120
QUESIS MAIN QUEST: ACT 1
She seems concerned, especially after learning that Ulfric Stormdoak had been captured. She is
convinced to move to a quieter area away from eavesdroppers. She yells for her husband, Hod.
By the river, Hod and Gerdur (and later, Gerdur's son Frodnar) listens to Ralof as he
recalls the ambush by the Imperials outside Darkwater Crossing. It was as if they knew the
Stormcloaks were there. After narrowly escaping the headsman's block, and after a mistrial for
Ulfric, a dragon appeared over Helgen and inadvertently saved them! Now you both need food
and a place to say. Gerdur offers you a key to her home, and a gift. Then she tells you that
Riverwood is defenseless, and Jarl Balgruuf of Whiterun needs to know if there's a dragon on
the loose. While Ralof and his relatives head back to Gerdur's home, you can follow them or
set off. Your Quest Objective updates, along with your map. You may also ask Gerdur, Hod, or
anyone else further questions before you leave.
> Key to Gerdur's House > Gift
TIP Although you may choose one gift, it is advisable to take
everything: The items you don't need you can sell at the Riverwood
Trader across the thoroughfare. At the very least, take the Potions of Minor
Healing; they are most useful.
<$£ NOTE Talk Is Cheap: You are encouraged to speak to any of the
townsfolk. Some have problems or tasks you can solve (known os
Favors). Some offer a background to this realm. A few may embroil you in local
politics. Others won t even give you the time of day. All of these conversations
ore optional.
Sleep Is Cheaper: You are fortunate that your friend's relatives have o place
in Riverwood that you can return to. Sleep in a bed to refresh you, until you find
other accommodation. Fast-Travel back to Riverwood to relieve your fatigue,
aches, ond pains.
Crofting Makes You Money: Alvor has a forge and other blacksm [thing
tools. Or try out the Alchemy Lab in the Sleeping Giant Inn just up the road.
Quest Objectives: The Quest menu lists the active quests ond the related
objectives, and it keeps Track of miscellaneous objectives, or more minor tasks
you can optionally try. To prevent confusion, use the Toggle Active feature In the
Quest menu, and select only the quests you're interested k Also, you can click
over to the Objectives submenu and use the Show on Map feature so you know
exactly where you're going.
Intersecting Quest: These are quests that take place in the main location
you're currently in or will be visiting. We list them in this guide so you don't
have to backtrack much. In this particular case, Side Quest: The Golden (low
is available if you visit the Riverwood Trader ancTspeak to Lucan or Camilla
Valerius, You can do this before or after the start of the next Main Quest: Bleak
falls Barrow.
f»j> The Fortress-City of Whiterun
0 OBJECTIVE: Talk to the Jarl of Whiterun
♦ TARGET: Jarl Balgruuf, inside Dragonsreach, in Whiterun
You must now make your way
to Whiterun, the capital to the
north. The optimal route is to
cross the bridge as you exit
Riverwood, follow the path
with the waterfall rapids to
your right (east), and begin
a hill descent. You may have
a World Encounter on the
way down. Take the left (west) path at the two bridges, on the opposite side of the stream
to Chillfurrow Farm, and pass the Honningbrew Meadery. You may hear the sounds of combat
coming from the outskirts of Pelagia Farm; a giant has lumbered into this area, and a group of
fighters called The Companions is fighting it.
NOTE You can help the fighters out and begin The Companions Quests
if you wish.
Make your way past the
Whiterun Stables and then up
the hill, over the drawbridge,
and to the main Whiterun
gate. As you approach, a guard
stops you; the city is closed
with the news of the dragons
spreading faster than you can
travel. You can:
0 Tell the guard that Riverwood calls for the Jarl's aid. This is the optimal plan, and only
available with this quest active.
0 (Persuade) Or you can tell the guard you have news from Helgen about the dragon
attack.
0 (Bribe) Or bribe the guard with a portion of your collected gold.
0 (Intimidate) Or order the guard to stand aside.
Once you're inside the walls
of Whiterun, there is much to
do and see. Don't worry about
roaming this city, entering
buildings, and interacting
with the locals. But once you
decide to complete this quest,
head north, up to the hilltop
that the city sits on, past the
Gildergreen Tree (part of the Kynareth Temple), and the Shrine to Talos. Climb the stone steps
to discover Dragonsreach, home of the Jarl.
Walk toward the huge central
fire on either side of the
banquet tables. The inhabitants
of Dragonsreach are a little
on edge. As you step forward,
you are met by Irileth, Jarl
Balgruuf's Housecarl. Explain to
her that you're here to see the
Jarl; you can be as forthright or
secretive with the information, depending on how annoyed you wish Irileth to be. After a stare-
down, the Jarl requests your presence. Speak to him about the dragon that destroyed Helgen.
Begin to tell the Jarl your tale; your responses result in the same course of action
(assuming you don't go mad and launch into an attack inside Dragonsreach):
If you mention Alvor, Jarl Balgruuf notes that he's a reliable, solid fellow and not
prone to flights of fancy.
If you mention Gerdur, Jarl Balgruuf says that she's a pillar of the community and
not prone to flights of fancy.
This gives more credence to your story. You can give the Jarl as many personal details as you
wish in the course of his questioning and your story. After a discussion in which Irileth wisely
asks for troops to be sent to Riverwood immediately, Proventus Avenicci (the Jarl's steward)
warns that the Jarl of Falkreath may see this as provocation.
The Jar! of Whiterun and bis court can be attacked hut not CAUTION
killed. It is unwise to shed their blood, as you're likely to he
overwhelmed. If you employ violence, accidental or otherwise, return here after
three 3 (or more) days to recommence talks.
121
ITUS OF SKYR1M
THE INVENTORY
BEFORE THE STORM
THE BESTIARY <$> WESTS
APPENDICES AND INDEX
Quest Conclusion Postquest Activities
After Avenicci slinks off to tend to other duties, Jarl Balgruuf thanks you for your initiative Main Quest: Bleak Falls Barrow begins immediately,
and gives you a small token of his esteem, based on whichever Armor Skill (Light or Heavy)
is higher.
> Leveled Armor
BLEAK FALLS BARROW
PREREQUISITES: Complete Main Quest: Before the Storm
INTERSECTING QUESTS: Main Quest: Before the Storm, Main Quest: Dragon Rising, Side Quest: The Golden Claw
LOCATIONS: Bleak Falls Barrow, Bleak Falls Temple, Bleak Falls Sanctum, Riverwood, Sleeping Giant Inn, Whiterun, Dragonsreach
CHARACTERS: Camilla Valerius, Delphine, Farengar Secret-Fire, Jarl Balgruuf the Greater of Whiterun, Lucan Valerius
ENEMIES: Arvel the Swift, Bandits, Draugr, Frostbite Spider, Frost Troll, Skeever
0 OBJECTIVES: Talk to Farengar , Retrieve the Dragonstone, Deliver the Dragonstone to Farengar
Reliable Sources
At the end of your conversation
with Jarl Balgruuf the Greater,
he asks you to consult with
his court wizard, Farengar
Secret-Fire. Follow the Jarl
into Farengar's study, where
the Jarl introduces you.
Farengar has a job for you
almost immediately: to delve
into a dangerous ruin in search of an ancient stone tablet. Ask for further information, and
Farengar explains you're to look for something called a "Dragonstone," a tablet said to contain
a map of the dragon burial sites across Skyrim. Farengar believes the stone is interred in the
main chamber of Bleak Falls Barrow, and he has "reliable sources" that have confirmed as
much. Before you leave, you can speak to Farengar about a variety of topics to gain a deeper
understanding of his role in the Jarl's court.
TIP Intersecting Quest: Bleak Falls Barrow is the main location for
Side Quest: The Golden Claw. You actually begin this quest, too, once
you enter the Barrow. For more information, consult the "Side Quest: The Golden
Claw" section later in this guide; begin at the Riverwood Trader and speak to the
proprietors, Lucan and his sister Camilla Valerius.
£> Unreliable Bandits
Head up the mountain path
north of Riverwood, passing
the Riverwood Folly (where
bandits roam). At the summit,
the Nord tomb appears through
the blizzard. Expect more
bandit activity in this area.
Locate the arched carved door
leading into Bleak Falls Temple.
Inside the first chamber, you hear two bandits around a campfire talking about a Dark Elf
heading farther into the Barrow. End their conversation swiftly before venturing down the stairs.
<& NOTE If you've already explored Bleak falls Borrow and found the
Dragonstone, you can simply inform Farengar and hand it over,
shortening this quest considerably. Skip to the "Quest Conclusion" section for
your next actions*
0 OBJECTIVE: Retrieve the Dragonstone
♦ TARGET: Dragonstone, on Draugr Lord, inside Bleak Falls Barrow
<§|) NOTE Traveling Options: At this point, you have three possible
options to reach Riverwood, which is the closest place to Bleak
Falk Barrow that you've already visited. You can:
0 Trek there on foot. This takes longer, hut you receive more experience from
any encounters along the way.
0 Head down to the Whilerun Stables and purchase a horse. This is faster, and
occurs In "real time," but horses are pricey.
{ Or bring up your world map and Fast-Travel back to Riverwood. The last
option avoids combat but also any encounters.
Taking a carriage from Whiterun Stables is not an option, os these trips only take
you to Hold Capitals.
Pass through the spiderwebs
and the burial urns, and around
the dead Skeever. Engage
another bandit on your way to
a ceremonial entrance room. A
portcullis blocks your path, and
the lever nearby is currently
inactive. In the alcoves to the
left are a trio of three-sided
pillars. Approach the first; they can be activated. Each side has a different animal carving: the
Hawk, Whale, and Snake.
Puzzle Solution: Rotate the pillars so a Snake, Snake, and Whale face out. The carved
Nord heads above the portcullis (and the fallen middle one) hold the answer in their maws.
NOTE (Sneak) If you're remaining unseen as you move through this
Barrow, you can Mow the third bandit into the ceremonial
entrance room and activate the lever on the ground, tie succumbs to the dart
trap Immediately.
122
vf
Tre 6lder V
SKYRIM
QUESTS: MAIN QUEST: ACT 1
SSd* Still*
Descend the spiral steps
beyond, battling a few
Skeevers on your way down.
As the thick spider silk begins
to cover the walls, you hear
a voice up ahead and to your
left. Cut through the doorway
covered in webbing, and enter
the lair of a Giant Frostbite
Spider. Attack the arachnid before venturing toward the trussed-up Dark Elf — one of the bandits
from the raiding party you slaughtered previously. This is Arvel the Swift, who is carrying a
Golden Claw, which is pertinent to both this quest and the Side Quest. He quickly tells you
he knows how it fits into the door in the Hall of Stories. The bandit is babbling. But he needs
cutting down first. Oblige him.
After a couple of weapon swipes (or magical blasts), Arvel's sticky prison gives way.
He immediately flees, laughing that he won't be sharing his treasure with the likes of you.
This is correct, but that's due to his imminent departure from this realm. This can be by your
hands— a quick arrow or two in the back or other ranged attack— or by the denizens that lurk
deeper in this crypt.
—
It isn't wise to rush offer Arvel; you'll soon catch up with CAUTION Qfe>
him, and it is better to be prepared rather than rush
headlong into on unknown chamber.
£> Knee-Deep in the Nordic Dead
Follow Arvel, passing through
the crypt entrance and down
into the catacombs. The Swift
soon meets the dead, as Arvel
falls under a flurry of Draugr
attacks. The Nord undead
now turn their attention to
you. Battle them back or run
north toward the open spiked
gate and pressure plate. Keep to the extreme left, and you can activate the swinging gate trap
without being hit. Use it as a skewering device against the Draugr; then search Arvel. Among
his belongings are the Golden Claw and the Dark Elf's journal. Read it for more clues on this
Barrow's secret. ‘ A
> Golden Claw > Arvel's Journal
Continue downward, battling Draugr and searching corpses, both resting and animated, as
you go. At the swinging blades, sprint forward the moment the closest blade swings past you.
Brandish your weaponry but don't be overzealous with fire in the passageway with puddles;
this is actually oil leaking from a hanging lamp, and the corridor erupts if flames touch the
ground. Use this as a trap against your bony foes.
Eventually, you climb steps into a tall chamber with a waterfall, and another Draugr.
The Barrow's secret lies past a portcullis above the rushing stream. Locate the chain next to
the portcullis and activate it before splashing down the stream and into a larger cavern with
an opening at the far end. Head to a natural bridge below the waterfall, or stand atop the
waterfall and fire down on the enemy below (this is either a Draugr or a Frost Troll). By the
bridge, optionally scavenge on the curved path below. Then follow the path into the illuminated
entrance to Bleak Falls Sanctum.
Open the Sanctum doors, and
weave your way to a bladed
corridor. Coax the Draugr
beyond into this trap before
dashing through it, into the
Great Chamber. Expect attacks
from Draugr bowmen on the
bridge above and melee strikes
from the ground. Remember
you can drop oil lamps and
burn these foes as you head
over the bridge and to the
Iron Door leading into the long
Hall of Stories and to a Nordic
Puzzle Door.
Puzzle Solution: The
door consists of three "rings"
that rotate when you activate them. Each of them has three animals plated into the structure,
and you unlock the central keyhole by using the Golden Claw itself. This puzzle is inaccessible
without it. The puzzle solution is actually on the palm of the Golden Claw; rotate it in your
inventory to see the three circular petroglyph carvings on the Claw's palm. Move the rings so
the Bear, Moth, and Owl appear on the outer, middle, and inner rings, respectively. Then insert
the Golden Claw into the keyhole.
£> Guardian of the Dragonstone
This reveals the Barrow's
secret at last: a ceremonial
burial grotto with waterfalls
surrounding the long-forgotten
chamber. Move to the carved
stone center, and check the
chest and scavenge what you
need; then inspect the Word
Wall, where you're granted
a Word of Power! However, this stirs a toughened Draugr from his rest, and you must defend
yourself from this final Barrow guardian. After the fight, inspect the corpse of the Draugr; he is
carrying the Dragonstone you seek! Grab this before taking the staircase on the chamber's left
side, activating the handle to raise a secret stone slab door out in an upper Barrow alcove, and
then exit out into Skyrim.
> Word of Power: Unrelenting Force > Dragonstone
0 OBJECTIVE: Deliver the Dragonstone to Farengar
♦ TARGET: Farengar Secret-Fire, Dragonsreach, in Whiterun
TIP The Golden Claw: Remember you still have it ! If you want to
complete the Side Quest, too, return it to Lucan in the Riverwood
Trader first. He rewards you with a large sum of gold (the amount you receive
depends on your level).
NOT! Shouts are made up of Words of Power, and the one you've
absorbed from the Word Waif may be your first. If you open the
Mngic Menu, youll see that you can't use or equip It until you've absorbed a
Dragan Soul from a dragon you've killed. Be patient —that will happen soon
enough.
TRANING
THE INVENTORY
BEFORE THE STORM BLEAK FALLS BARROW
THE BESTIARY S QUESTS AM OF SKYRIM APPENDICES AND INDEX
TIP Equipping for Adventure: At this point, it is worth learning how to strengthen your resolve, spend your gold, or barter your unwanted equipment. You can:
0 Visit Riverwood and purchase or barter at the Riverwood Trader. Locate Alvor the Blacksmith for all your smithing needs. Visit the Sleeping Giant Inn and locate the Alchemy
Lab Lab to craft some potions.
0 Visit Whiterun and peruse the market area, which has various stalls, shops, and a Blacksmith. Farengar Secretaire also has a handy Enchanting Workbench and sells spells.
Quest Conclusion
Return to Dragonsreach (the quickest way is to
Fast-Travel directly to it), and immediately consult
with Farengar. If this is the second time you've visited
him, he is joined in his study by a mysterious hooded
figure named Delphine— possibly the "reliable
source" he referred to earlier. He is talking about the
cross-referencing of texts that mention dragons. Finally,
Farengar turns to you, impressed that you didn't die
in the Barrow. As you hand over the Dragonstone, he
says that you're a cut above the usual brutes the Jarl sends his way. Speak to the Jarl for your reward, which occurs
during the initial conversations of the next quest.
< ^
MOTE If you a tread y had the Dragonstone prior
to this quest and visited Farengar only
once, Delphine isn't here. Don't worry — yau 1 ll meet her
soon enough!
Postquest Activities
Main Quest: Dragon Rising begins immediately.
DRAGON RISING
PREREQUISITES: Complete Main Quest: Bleak Falls Barrow
INTERSECTING QUESTS: Main Quest: Bleak Falls Barrow, Main Quest: The Way of the Voice
LOCATIONS: Western Watchtower, Whiterun, Dragonsreach
CHARACTERS: Farengar, Hrongar, Irileth, Jarl Balgruuf the Greater, Proventus Avenicci, Whiterun Guard
ENEMY: Mirmulnir ("Loyal Mortal Hunter")
0 OBJECTIVES: Talk to Jarl Balgruuf, Meet Irileth near the Western Watchtower, Kill the dragon, Investigate the dragon, Report back to Jarl Balgruuf, (Optional)
Use your new Shout power
EP
£> All Along the Watchtower
0 OBJECTIVE: Talk to Jarl Balgruuf
j£h
As you finish your conversation
about the Dragonstone with
Faiengar, Irileth interrupts you
with some troubling news:
A dragon has been sighted
nearby! Farengar seems
positively giddy, while Irileth
seems unsure if they could stop
an attack on Whiterun. Locate
the Jarl, who is questioning the Whiterun Guard who reported seeing the beast. Jarl Balgruuf
orders Irileth to bolster the Western Watchtower with more men, a plan Irileth is already
undertaking. Then the Jarl turns to you, seeking your help once again. Your experience at
Helgen means you're most experienced in dealing with dragons. As a token of his esteem, he's
instructed Avenicci that you're permitted to purchase property in Whiterun. Assuming you're
alive and have enough gold! You're also gifted something from the Jarl's personal armory:
> Leveled Armor
[4^.
0 OBJECTIVE: Meet Irileth near the Western Watchtower
NOTE Property Purchasing: Locate Avenicci (he J s usually within
the walls of Dragonsreach, and within whispering distance of
the Jarl), ideally after you return from your dragon slaying. A house is quite
expensive— 5,000 gold pieces— so be sure to have enough funds. Consult the
Thane Tasks for further information.
124
&
V7
TIP Weaponry Purchasing: At this point, consider purchasing
additional supplies, especially Healing potions (if you aren't
using Healing spells), and utilizing your "Favorites" to set up both long- and
melee-range offense.
As the Jarl prevents Farengar
from viewing the dragon, exit
Dragonsreach. If you stride
through Whiterun with Irileth,
she gathers some Whiterun
Guards and explains the
situation. Or you can leave
Whiterun. Follow the stone
path that winds between the
tundra plains, heading for the lone tower in the middle distance. As you get close, step up to
Irileth who is hiding behind a rocky outcrop. If Irileth is behind you, you can either waitfor her
(and the soldiers) to arrive, or investigate the Watchtower on your own.
NOTE in fact, you con skip talking to the Jarl entirely. As soon as Irileth
interrupts Farengar, you can go directly to the Watchtower and
trigger the dragon attack after approaching the survivor. Irileth will arrive with
troops as the battle begins.
If she's with you, Irileth notes that the Western Watchtower looks to have been ferociously
attacked. The small fires and rubble confirm this assertion. She believes the dragon is still
skulking nearby and orders you to spread out and look for survivors.
The Side.- /Scrolls V
S KY RIM
QUESTS: MAIN QUEST: ACT 1
m
wmmmmm
A closer inspection supports Irileth's summation; the place has been struck and lives lost.
Move into the tower. As you enter, a fearful Whiterun Guard yells that the beast is still out there
and has already taken two guards named Hroki and Tor when they tried to flee! Moments later,
a bone-shaking roar announces the return of the dragon!
0 OBJECTIVE: Kill the dragon
£> Dragonborn Rising
There's little time to watch the
giant lizard circling overhead;
you must try to kill the creature
as proficiently as possible.
Dragon Slaying: Switch
to whatever long-range
offensive weaponry you have,
ideally ranged magic or a bow
and arrow.
You are fortunate that
Irileth and a few Whiterun
Guards are attempting to strike
the dragon, too, thus keeping
it from predominantly attacking
you. Irileth's magic is strong,
so aid her by attacking from an
opposite direction. Split up so
there are fewer of you to fry at
If you're using a bow and arrow, remember to aim (and slow time, if you have the perk)
for a better chance to hit.
This dragon breathes fire, so consuming potions or casting magic that lessens fire-based
damage (see The Inventory Chapter on page 70) is a good idea.
When the dragon drops to a hover, it is usually preparing a gout of fiery breath. Take as
many ranged shots as you deem safe, and then rush under or around the creature. Fire again as
the dragon flies off.
When the dragon lands, attack from the sides; ranged attacks are still just as strong, but
melee attacks are now possible, as long as you try cutting down the dragon between breath
attacks or from the side. * £
If worse comes to worst, flee into the tower and use some Health potions. You can also
attack from the tower's top or use the stairs to head down, out of the dragon's breath attacks.
0 OBJECTIVE: Investigate the dragon
— m
Approach the dead dragon. As you get close, it begins to burn! Fortunately, this isn't harmful; in
fact, the crackling flesh merges into the ethereal soul of the dragon, and a maelstrom of energy
and light whirls around you. You're actively absorbing the soul of Mirmulnir! Once the light
subsides, search the dragon for some valuables. Now approach Irileth. The normally stoic Dark
Elf is showing a little emotion after this battle.
> Dragon Soul Absorbed
0 OBJECTIVE: Report back to Jarl Balgruuf
0 OBJECTIVE: (Optional) Use your new Shout power
With a keen eye, it appears the dragon that attacked Helgen CAUTION Gj|>
is not the one you just fought. This means that mare than
one dragon has returned— a bigger problem than first thought!
Access your Magic menu, scroll down to Shouts, and equip the Unrelenting Force Shout. You
have the Dragon Soul necessary to conjure this Shout, so try it out. It isn't wise to do this
on your allies (although they won't attack back), so try staggering a nearby enemy or just
yelling at the tundra itself. Your Shout then recharges; note the Compass gradually fills from
blue to bright white before becoming a normal white color. With Irileth taking command at the
Watchtower, you should leave for Jarl Balgruuf's at once.
Quest Conclusion
Return to Dragonsreach and approach the Jarl, who has recently been joined by his equally
imposing brother, Hrongar. Explain to the Jarl that you're actually "Dragonborn" and that you
absorbed some of the dragon's power when it was slain. Jarl Balgruuf is shocked; it appears
that the Masters of the Way of the Voice— known colloquially as the Greybeards— were not
only correct in their predictions, but also are actively summoning you. Your reward? A trek to
meet them!
Postquest Activities
Continue the conversation with Jarl Balgruuf as Main Quest: The Way of the Voice begins.
THE WAY OF THE VOICE
PREREQUISITES: Complete Main Quest: Dragon Rising
INTERSECTING QUESTS: Main Quest: Dragon Rising, Main Quest: The Horn of Jurgen Windcaller
LOCATIONS: High Hrothgar, Ivarstead, High Hrothgar Courtyard, Whiterun, Dragonsreach
CHARACTERS: Hrongar, Jarl Balgruuf the Greater, Lydia, Master Arngeir, Master Borri, Master Einarth, Master Wulfgar, Proventus Avenicci
ENEMIES: Bandit, Frost Troll, Sabre Cat, Wolf
0 OBJECTIVES: Speak to the Greybeards, Demonstrate your "Unrelenting Force" Shout, Speak to Arngeir, Learn the Word of Power from Einarth, Demonstrate
your "Unrelenting Force" Shout (3), Learn the Word of Power from Borri, Demonstrate your "Whirlwind Sprint" Shout, Speak to Arngeir for further training
fe
BLEAK FALLS BARROW DRAGON RISING THE WAY OF THE VOICE
THE INVENTORY
THE BESTIARY
QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
£> Arise, Thane of Whiterun
A
Continue to speak with Jarl
Balgruuf about the Greybeards.
He informs you that these
venerable monks live in
secluded isolation high on the
slopes of the Throat of the
World (the largest mountain in
Skyrim). They have the ability
to focus your vital essence into
a Thu'um, or Shout, and they give you the location of their monastery in High Hrothgar— atop
a 7,000-step climb! After a verbal altercation between Hrongar and Proventus Avenicci over
Nordic sacred traditions, Jarl Balgruuf grants you the greatest honor within his power: You are
named Thane of Whiterun. You also receive a weapon from the Jarl's armory and a Housecarl
of your own.
> Axe of Whiterun > Follower: Lydia (Housecarl)
<§£ NOTE Followers: Lydia may be your first Follower. You may take
her with you on your trek or journey there alone. Lydia remains
in Drogonsreach until you instruct her to accompany you on any adventure.
Although you have an adept bodyguard, your Follower requires armor and
weaponry. Far more information on Followers, consult page 62.
Becoming Theme: This b an accomplishment to be proud of. Your new
title means you're treated with the utmost respect by the guards and many
inhabitants of the city of which you're Thane. You can also purchase property in
the city. For more information, consult page 404.
II you ignored this meeting with the Jarl and trekked to High Hrothgar first, the
Jarl will he here to reward you when you return. However, you da not witness
the tension between Hrongar and Proventus Avenicci.
J*> Journeying to Ivarstead
The route to High Hrothgar
Involves a lengthy, spiraling
journey clockwise around the
base of the throat of the World,
the first stop along this path
is at the base of the 7,000
steps, in the town of Ivarstead.
exit Whiterun and trek east,
passing the Honningbrew
Meadery. Cross the stone bridge over the White River, and follow the marked signpost to
ivarstead. Continue along this stone path past a few encounters with wolves to a fork in the
paths. At this point, you can choose one of two recommended routes to Ivarstead: the long and
winding road or the short and steep trail.
The Long and Winding Road
You may continue along the
marked path, ignoring the track
up to the Giants of Guldun
Rock. Prepare to pay a toll (or
fight) at the bandit-infested
Valtheim Towers. Then descend
past the waterfall, along the
same path past some drystone
walls and the stone trilithon
at the base of a stepped side path indicating the entrance to Hillgrund's Tomb. Cross the bridge
AA m .erSc " oils V
W s!<yrTm
over Darkwater River and journey south (and southeast), right past Fort Amol. Head over
another bridge close to a waterfall and continue along the stone path. Beware of more animal
encounters, including a Sabre Cat or two! Head over another bridge, next to an even-more
impressive waterfall, and trek east up a hill, where the stone path deteriorates.
The path soon turns southwest, up a long, steep slope, past Snapleg Cave. Continue
southwest, ignoring the bridge. Head into birch woodland where Sarethi Farm is located. Expect
elk, deer, a hunter's tent or two, and a view of Lake Geir from the bridge over the Treva River.
Continue farther into the forest as the path winds west, past a junction and more drystone
Honeystrand Cave. You finally
Or you can try this shortcut.
Follow the path around to the
right (east) just after you pass
White River Watch, and come
up to The Ritual Stone on your
left. Cut south close to the
Whiterun stormcloak camp,
and up through the snowy
foothills of the mountain, up
an unmarked goat trail. Be sure you're traveling southeast up a steep embankment and into
the snow. This levels out eventually, after you make several zigzags up very steep terrain above
the snow line. Pass a few goats as the trail levels out and then quickly descends, joining a more
recognizable trail. Head southeast and over the brow of the hill and past a copse of birch trees
to the rushing rapids of Darkwater River. Cross the river, listening for the strange chime of a
Nimroot growing around the corpses of a Troll's victims at Darkwater Overhang. Fight or flee
from the Troll, then trek up the left side of the roaring waterfalls and into Ivarstead.
Climbing directly up the mountain's side to reach High CAUTION
Hrothgar quickly results in you becoming stuck or falling to
your death.
TiP Making Inroads: At this point, you should have learned that
taking a long road to an important objective (in this case, Ivarstead)
isn't a journey wasted, as you uncover several Primary Locations along the way.
You can explore these immediately or at your leisure. You should also learn that
using the paths, trails, and rivers is the best way to understand and remember
where you are in the rugged lands of Skyrim.
Rood Markings: Both signposts and markers {the collections of stacked flat
stones, sometimes with a primitive flag attached to them) are visual notes that
indicate a nearby area of interest. Look for them.
£> 7,000 Steps Above Ivarstead
Ivarstead is a slightly
depressing place. The
inhabitants are leaving for
the greener (or at least, less
snowy) pastures of Riften.
You can stay and chat with
the locals (mainly about
their troubles or the supplies
they need to send up to the
Greybeards), or listen to them talk about the path up to High Hrothgar; they don't think the
7,000 steps are safe. You'll find out soon enough!
Your pilgrimage begins at the other side of the stone bridge. Almost immediately, you spot
a small shrine. Inspect it more closely, and you'll see an Etched Tablet carved into the shrine
arch. Read the emblem for the first of ten verses detailing the history of dragons and man.
walls. Then turn right (northwest) at the small stone ruins near
reach Ivarstead after crossing another stone bridge.
The Short and Steep Trail
126
QUESTS: MAIN QUEST: ACT 1
Follow the winding path:
At the second shrine, you may
find a hunter named Barknar
praying. He tells you to watch
for wolves. You're now at
the edge of the snow level.
Continue up the precarious
path: Expect a couple of wolf
attacks along the way. The
third shrine is nestled on a small snowy plateau. Follow the path down and up two sets of
snowbound steps; remain on the side of the mountain, as the drop is precipitous. The fourth
shrine is near some stab stones and a small copse of fir trees. You may find another traveler at
this shrine, a pilgrim named Karita.
Use the marker stones as you wander up, into a granite gully. A Frost Troll is likely to be
guarding this area, leaping down to maul you. Retaliate or run. The fifth shrine is just beyond
the Frost Troll ambush. The blizzard is worsening; trek north down the snow steps, passing a
few windswept trees to the sixth shrine, in front of a stone marker. Continue north and locate
the seventh shrine jutting out to the west, on a precarious promontory. If you could see it, you'd
be looking out across southern Eastmarch. Turn north, and look for the eighth shrine in front of
a rocky outcrop, to your left (northwest).
The ninth shrine is below a
stone statue to Talos. You'll see
this as you round the bend in
the path and come across the
High Hrothgar monastery. As
you close in on the final set of
steps (did you count 7,000?),
the final shrine is set off to the
right (southeast) side, by the
entrance stairs. Climb the entrance steps, grab any supplies and offerings at the base of the
stairs, and then ascend the left set of stairs to enter High Hrothgar.
Something to Shout About
The monastery is adorned
with carvings from ancient
times and banners bearing the
strange symbols of the dragon
language. An old monk in a
long robe steps forward; this
is Arngeir, the leader of the
Greybeards. He knows who
you are. Speak with him, and
he asks for a taste of your voice. Oblige him.
^ OBJECTIVE: Demonstrate your "Unrelenting Force" Shout
0 OBJECTIVE: Speak to Arngeir
♦ TARGET: Arngeir, inside High Hrothgar
Select the Unrelenting Force Shout from your Magic menu, and bellow at or near Arngeir. The
other Greybeards, Borri, Einarth, and Wulfgar come to watch. Your fate is confirmed; speak with
him again, and he welcomes you to the monastery. Master Arngeir speaks for the Greybeards
and asks why you have come. Answer any way you wish (questions lead to more information
on the monastery and the Greybeards' existence). When you are ready, tell Arngeir that you're
"ready to learn." Arngeir wishes to train you so you're better able to execute a Thu'um,
or Shout.
^ OBJECTIVE: Learn the Word of Power from Einarth
Master Arngeir explains that all Shouts are made up of three Words of Power. As you master
each Word, your Shout becomes progressively stronger. Currently, you have only learned Fus (or
"Force"), the first Word of your Unrelenting Force Shout. Master Einarth now teaches you Ro
(or "Balance"), the second Word. This allows you to focus your Thu'um more sharply. Einarth
Shouts into the hallowed stone of the monastery. Step onto the dragon runes that glow from
the Shout, and absorb this second word.
> Word of Power: Balance, Unrelenting Force
Your learning impresses Arngeir, but he warns you that to unlock its meaning, you must
constantly practice. As part of your initiation, Master Einarth allows you to tap into his
understanding of Ro. Einarth glows with an orange light, imparting his knowledge onto you, in
the same way you absorb the soul of a dragon. Now comes the real test: to see how quickly
you've mastered the entire Shout!
0 OBJECTIVE: Demonstrate your Unrelenting Force Shout (3x)
The monks have three targets
for you to bellow your Shout
toward. As the first ghostly
monk figure is conjured,
execute your Shout. The trick
to this Shout's strength is
the length of time that you
hold the Shout button down.
Continuously hold the button
until the Shout is omitted. Tap the button if you wish to lessen the stagger you inflict upon your
foes (or in this case, your ghostly Greybeard). After you complete three Shouts to Arngeir's
satisfaction, he congratulates you and motions for you to follow Master Borri into the courtyard.
TIP Play around with the length of time you hold the button down
before releasing it to strengthen or weaken your Shout, so you
know how long to attempt this ability.
$ OBJECTIVE: Learn the Word of Power from Borri
Follow Master Borri to the door
to High Hrothgar Courtyard
and step outside, stopping
next to Borri, who is ready to
teach you a new Shout— the
Wuld (or "Whirlwind"). Stand
over the snow that Borri has
projected the Shout into,
and absorb the Shout. Then
approach Borri and he glows, gifting you his knowledge of the Word.
NOTE The Word of Power lhat Borri teaches you may be different if
(during the course of your adventures) you've found a Word
Wall and absorbed one or two of the other parts of the phrase for the Whirlwind
Sprint Shout. If you have all three Words of Power, this Shout (like all others) is
much more potent. Check the Appendices (page 632) for a list of locations where
all Shouts can be found,
> Word of Power: Whirlwind, Whirlwind Sprint
0 OBJECTIVE: Demonstrate your "Whirlwind Sprint" Shout
Master Borri walks toward an iron gate. Before following him, enter the Magic > Shouts menu
to change your Shout to Whirlwind Sprint (you don't want to bellow Unrelenting Force at the
gate!). Stand between the two stone columns facing the gate, with Master Wulfgar in view.
He demonstrates the Whirlwind Sprint, rushing at an amazing speed through the gate before it
closes. Now it is your turn: The moment the gate opens, execute the Shout and rush forward,
THE WAY OF THE VOICE
4> QUESTS
THE INVENTORY
THE BESTIARY
ATLAS OP SKYRIM
APPENDICES AND INDEX
aiming for the single stone column by the cliff edge. You should easily Quest Conclusion
pass through before the gate closes. If you don t, try again. Master Arngeir js aston j s h ec l at your quick mastery of a new Thu'um. He tells you that the gods gave you this gift for
a reason, but it is up to you to figure out how best to utilize it. For now, though, you are ready for the final part of
your trial: Retrieve the Horn of Jurgen Windcaller, the founder of the Greybeards. Arngeir tells you that the horn is in
Windcaller's tomb in the ancient fane (temple) of Ustengrav. If you remain true to the Way of the Voice, you will return.
Postquest Activities
Continue to ask Arngeir questions if you wish. Main Quest: The Horn of Jurgen Windcaller has already begun!
0 OBJECTIVE: Speak to Arngeir for further training
m m
THE HORN OF JURGEN WINDCALLER
PREREQUISITES: Complete Main Quest: The Way of the Voice, 10 gold pieces
INTERSECTING QUESTS: Main Quest: The Way of the Voice, Main Quest: The Horn of Jurgen Windcaller
LOCATIONS: High Hrothgar, High Hrothgar Courtyard, Riverwood, Sleeping Giant Inn, Ustengrav, Ustengrav Depths
CHARACTERS: Delphine, Master Arngeir, Master Borri, Master Einarth, Master Wulfgar, Orgnar
ENEMIES: Bandit, Bandit Thrall, Conjurer, Draugr, Fire Mage, Frostbite Spider, Necromancer , Skeleton
0 OBJECTIVES: Retrieve the horn, Meet with whoever took the horn, Return the horn to Arngeir, Learn the Word of Power from Wulfgar, Receive the
Greybeards' greeting
m m
Underground in Ustengrav
0 OBJECTIVE: Retrieve the horn
♦ TARGET: Horn of Jurgen Windcaller, inside Ustengrav
Li r ,
Once Arngeir gives you this
quest, you may ask him
about the Greybeards, why
dragons are returning, who
Jurgen Windcaller is, and other
conversation topics. Turn to
your world map and locate
Ustengrav on the eastern edge
of the great marsh, northeast
of Morthal in Hjaalmarch Hold. Your first task is to descend from High Hrothgar.
TIP Your descent can be done on foot or by horse (if you came on a
steed), but a much quicker plan is to halve the distance between
here at Ustengrav and Fast-Travel to Whiterun, the Western Watchtower, or any
location closest to the temple tomb. Don't forget to use your new Whirlwind
Sprint Shout to cover distances more swiftly than before!
When you finally reach Ustengrav, you may find a small campfire and lean-to by the circular
barrow entrance. Expect a confrontation with bandits and a necromancer. Then descend the
barrow steps and open the door to Ustengrav.
Heading down the wide steps,
into the gloom of the ancient
temple, you stumble upon a
group of mages and conjurers
picking clean the remains
of a thwarted bandit attack.
You can slink by using Sneak
or engage the magicians
in combat.
The Bandit Thralls are being controlled by a necromancer— kill him,
and the thralls die too.
Locate the opening in the northeast wall of the temple entrance, and follow the trail of lanterns
down the steps. This soon becomes a trail of mage corpses, as you watch a group of Draugr
demolish the wizards and make a run at you. Cut down the Draugr, or use whatever cunning
magic or sneaking you wish, before continuing into the first burial crypt. Scavenge whatever
you wish, then head east and turn south, down a passage lit by candles.
There are steps down to your right (west), leading to a small crypt. Grab the items and
yank the pull-chain. A section of wall rumbles open, leading you down a cramped tunnel to a
secret dead-end chamber and a treasure chest. Retrace your steps. Enter the great hall, with
a stone bridge ahead of and above you. Fend off the Draugr that clamber out of their vertical
tombs. Then climb the interior stairwell, and cross the bridge you just passed under. Locate the
iron door and enter the Ustengrav Depths.
Head down the winding tunnel
until it opens into a gigantic,
multilevel grotto. It is immense
enough to have trees, a
waterfall, and a Word Wall!
Continue down the tree-root
ledge and tunnel, heading
south and then east. You
appear on a bridge overlooking
an ancient banqueting hall. Follow the steps down, eliminating Draugr as you go. To the east
are the remains of a food-preparation area running parallel to the hall. Head south, up more
stairs, and cross a second bridge to exit the hall.
The tunnel to the southwest widens into an entrance room with a middle pillar. T o the left
is a double portcullis (open it with two wall handles; one is farther along the southwest wall)
behind which is a small room with treasure. Take this and optionally shoot the lamp down onto
the oil below to burn any Draugr that come to investigate you. Head west through a gap in the
wall. Here, there are steps up to a small preparation alcove, and more importantly, an earthen
and rock corridor that leads into the gigantic grotto.
Follow the collapsed bridge
down to the massive pillars
under the chamber, where
parts of an ancient fire trap
still burn and skeletons roam.
Cutdown all the bony fiends
in this two-floor area, inspect
the throne area (with another
skeleton to slaughter),
* A\ **B*«*»*7 j
128 WSKYRIM < gi QUEsisTMA lN QUES T: AQ 1
V ■'lililS L'rflLiU SJili Giliill i'I'jM OM
and then run northeast around the perimeter wall ledge, down to the rocky base of the grotto.
Moments later, you learn a word from the Become Ethereal Shout. Afterward, you fight with a
Draugr over a treasure chest behind the waterfall. Before you leave, try your Whirlwind Sprint
Shout and traverse the collapsed bridges in this area, leading to a small chamber you can loot.
> Word of Power: Become Ethereal
^ The Tomb Raider
Backtrack to the throne
area where you fought
the skeletons, and look to
your east. Cross the large
natural bridge that spans the
grotto, to a second two-floor
underchamber on the eastern
side. First, clear out the
skeletons from the balcony
above, and then inspect a set of three strange stones back on the lower underchamber area.
Puzzle Solution: If you stand close to each one of the three stones, they pulse with an
eerie, magical glow. This has the added effect of opening one of three portcullises in the tunnel
to the east. However, after a second or two, the light switches off, blocking your path. This is
the only way the portcullises open. If you get through one or two of them, you must turn back;
all three must be raised for you to continue. The trick here is to line yourself up on the western
side of the stones, as shown in the preceding picture with the stones between you and the
portcullises. Then execute a Whirlwind Sprint Shout, followed by another to make sure you dash
past the stones and the opening portcullises immediately.
Continue east, jumping to the
natural rock on either side of
the circular floor tiles, as they
blast gouts of fire when you
stand on them. This can prove
handy when you reach the
raised section of floor in the
room of alcoves— a pack of
Frostbite Spiders descends from
the ceiling to attack. Optionally back up so the spiders scuttle onto the floor tiles and are burned
along with your own attacks. Exit by hacking the cobwebs from the doorway to the east. Then
open the wooden door.
Pull the chain to raise the
portcullis that leads into the
final resting place of Jurgen
Windcaller. As you step
forward, four dragon statue
heads rumble up from the
water. Continue across the
bridge over the flooded lower
floor and approach the ornate
tomb. The horn should be still clutched by the carved arm of Jurgen in his sarcophagus.. .but it
isn't! Instead, there's a small piece of paper. Take and read it. The damned thief who took the
horn has left you a note; it requests that you rent the attic room at the Sleeping Giant Inn in
Riverwood, and it is signed "A friend."
> Mysterious Note
^ A Mysterious Stranger
You'd think "a friend" wouldn't want you risking your life in a Draugr dungeon! Stifle any
indignant rage you may be experiencing, and console yourself with any treasure you find
through the wooden door behind the sarcophagus. There is an exit tunnel in the left (north)
wall, offering a shortcut to an iron door, and a lever that lowers a section of stone wall,
allowing you to step into the initial crypt, up into the temple entrance, and out of Ustengrav.
Fast-Travel (or trek back) to
Riverwood, and follow the
instructions of the Mysterious
Note. Locate the Sleeping Giant
Inn, enter, and locate Delphine,
who owns the place with her
slightly dense friend Orgnar.
Step up to Delphine and ask to
rent the attic room for 1 0 gold.
After the money changes hands, she tells you the Sleeping Giant doesn't have an attic room,
but you can take the room on the left. Enter the room, and after a few moments, Delphine joins
you. Apparently you're the Dragonborn she's been hearing so much about. As a way of a peace
offering, she hands you the horn that you seek.
> Horn of Jurgen Windcaller
0 MAIN QUEST: A Blade in the Dark begins
0 OBJECTIVE: Return the horn to Arngeir
♦ TARGET: Master Arngeir, in High Hrothgar
<<§£> TIP You now have two Main Quests active. In order to finish this one,
you must return to High Hrothgar. You can attempt this at any time,
but it is usually advisable to speak with Delphine first (the initial part of the next
Main Quest). Once you leave the Sleeping Giant, trek (or Fast-Travel) back to
High Hrothgar.
Quest Conclusion
Enter High Hrothgar, and head through the monastery until you spot Arngeir. He already knows
you have returned with the Horn of Jurgen Windcaller and remarks that the time has come for
the Greybeards to recognize you formally as Dragonborn.
0 OBJECTIVE: Learn the Word of Power from Wulfgar
♦ TARGET: Master Wulfgar, in High Hrothgar
Return to the central chamber inside High Hrothgar as the Greybeards assemble. Master
Wulfgar approaches the center of the floor and bellows the word Dah ("Push") into the granite.
Step onto the glowing runes and absorb the Word of Power. You can now utilize the Shout
Unrelenting Force with maximum potency! Absorb the learning from Wulfgar as well.
> Word of Power: Push, Unrelenting Force
THE WAY OF THE VOICE THE HORN OF JURGEN WINDCALLER
^QUESTS
129
THE INVENTORY
THE BESTIARY
ATLAS OF SKYRIM
APPENDICES AND INDEX
$ OBJECTIVE: Receive the Greybeards' greeting
Remain in the center of the room. The Greybeards stand at each point of the diamond paving,
and Arngeir greets you with a ferocious chant in dragon tongue. You withstand the blast, which
pleases and impresses Arngeir. You've tasted the Voice of the Greybeards and passed through
unscathed. High Hrothgar is now open to you!
Postquest Activities
There are two tasks you can attempt with the Greybeards from this point on. Look up the Other
Faction Quests on page 322. Also remember that Main Quest: A Blade in the Dark is already
under way!
Return to Ustengrav and activate Jurgen Windcaller's tomb. The horn returns to its rightful
resting place, and you receive a bonus Dragon Soul.
> Dragon Soul
A BLADE IN THE DARK
PREREQUISITES: Complete Main Quest: The Horn of Jurgen Windcaller
INTERSECTING QUESTS: Main Quest: The Horn of Jurgen Windcaller, Main Quest: Diplomatic Immunity
LOCATIONS: Kynesgrove, Kynesgrove Dragon Mound, Riverwood, Sleeping Giant Inn
CHARACTERS: Delphine, Iddra, Orgnar
ENEMIES: Alduin ("World Eater"), Sahloknir ("Phantom Sky Hunter")
0 OBJECTIVES: Talk to Delphine, Locate the dragon burial site, Kill the dragon Sahloknir, Talk to Delphine
<§) MINOR SPOILERS
^ Grave Concerns
§ OBJECTIVE: Talk to Delphine
♦ TARGET: Delphine, the Sleeping Giant Inn, in Riverwood
Once Delphine has given you
the Horn of Jurgen Windcaller,
she requests that you follow
her. Oblige her, walking
across the inn to the bedroom
opposite, where Delphine
opens a cabinet and pushes
the fake back, revealing a
secret set of cellar steps. This
leads to a war room of sorts, complete with a map of Skyrim on a central table and various
potions and items you can take. Delphine mentions the Dragonborn, and through conversation
choices (answer as you wish), you realize Delphine was the one who took the horn (she
was Farengar Secret-Fire's "reliable source" back in Dragonsreaclf who found the location of
the Dragonstone). She knows that Thalmor spies are everywhere, so she took precautions to
arrange this meeting.
Delphine is part of a group
that has been searching
for someone like you— a
Dragonborn— for a very long
time. Delphine needs to know
if you can devour a dragon's
soul, as you'll have a chance
to prove it soon enough. She
also holds a low opinion of the
Greybeards. Finally, she reveals the reasons for her agitation: She's discovered that dragons
aren't just coming back— they're coming back to life! It seems that the dragons weren't
banished; they were extinguished from this land, and now something is bringing them back
from the dead. Using a pattern she discovered on the Dragonstone you found, Delphine has
deciphered the location where she believes the next dragon will rise from the dead, and she
needs you to help her stop it. The location is Kynesgrove in Eastmarch.
0 OBJECTIVE: Locate the dragon burial site
♦ TARGET: Dragon mound above Kynesgrove
TIP After speaking with Delphine, you should head to High Hrothgar
onceyou emergefrom the Sleeping Giant Inn so you complete the
previous Main Quest as quickly as possible.
Use the annotated map bearing all of the dragon burial sites as the basis for
tracking and killing all the dragons that may return to Skyrim.
Onceyou tell Delphine that
you're ready, she dons her
leathers, informs Orgnar that
she's traveling, and sets off on
the long walk to Kynesgrove.
This settlement is in the
northern part of Eastmarch
Hold, just southwest of
Windhelm. To reach there, you
can do the following:
Take the journey on foot. You can either keep up with Delphine or you can fight your way
alone. Stay on the roads, prepare for world encounters, and discover as many Primary
Locations along the way as possible (that you can return to and explore later). Remember
to also use your Whirlwind Sprint for a faster pace.
Or, if you've already made some discoveries in the area in and around Kynesgrove (by
visiting Windhelm, for example), you may wish to Fast-Travel to the nearest unlocked
location and then travel to Kynesgrove.
Or, you can take a horse for a slightly faster journey.
When you reach Kynesgrove, Delphine should be ahead of you (if she isn't, wait for her).
She senses something is wrong; this is soon proven correct when Iddra (a resident of the
hamlet) runs over, shouting that there's a dragon attacking at the top of the hill! Delphine
starts sprinting.
& A Terrible Resurrection
Delphine slows to an
incredulous stumble as a huge
black dragon with piercing
red eyes hovers above a
dragon mound at the top of
the hill. It bellows a guttural
roar in dragon tongue. The
dragon mound where Alduin
concentrated his Shout begins
Tre Pjidef .Scrckls' V
skTy rTm
130
QUESTS: MAIN QUEST: ACT!
to swirl with a strange energy, not unlike the ethereal material you've absorbed during previous
dragon confrontations. The next moment, the mound bursts open, and a huge skeletal dragon
begins to emerge from deathly slumber. The dragons speak quickly to each other, before Alduin
turns, mocks your claim to be "dovahkiin," and departs the area as quickly as he arrives.
J ^
TIP You may interrupt this resurrection and attack the newly returned
dragon as quickly as you wish.
0 OBJECTIVE: Kill the dragon Sahloknir
The skeletal Sahloknir clambers
out of his grave and is
resurrected by Alduin's powerful
magic. Before Sahloknir's skin
can gather around his bones
and he regains his powers, race
in with your most impressive
melee implements and deliver
a series of attacks to weaken
the dragon's health.
TIP Remember! Attacking a skeletal dragon before it grows flesh and
wings to fly is a much easier battle: Get in early and quickly with
your weapons.
Delphine fires arrows, then rushes in with melee attacks when the dragon lands; you
should demonstrate your offensive powers too. Follow the same set of tactics laid out during
Main Quest: Dragon Rising, when you faced Mirmulnir the "Loyal Mortal Hunter." One
overriding plan is to ensure that Sahloknir's life is as short as possible !
When Sahloknir has been reduced back into a pile of bones, the beast splits apart into
hundreds of scaly shards, and you absorb another Dragon Soul. Search the dragon, and then
head over to Delphine for her promised revelations.
> Dragon Soul absorbed
0 OBJECTIVE: Talk to Delphine
Quest Conclusion
Delphine lives up to her promise and answers any questions you have. Most importantly,
she reveals herself to be one of the last members of the Blades. Long ago, the Blades were
dragonslayers, serving the Dragonborn, the greatest dragonslayer. For 200 years, the Blades
have been searching for a purpose. Now that purpose is clear. You may mention that you've
seen Alduin before; he rampaged through Helgen and prevented your execution. Delphine finds
this interesting but is annoyed that she's still blundering around in the dark.
Your next move is to find out who is controlling these dragons, and the Thalmor— the
faction that rules the Aldmeri Dominion— are the best lead. Even if they aren't involved, they'll
know who is. Delphine believes that there are no worse enemy to humankind than the Thalmor.
She also has some ideas for getting you into the Thalmor Embassy, but she needs time to plan.
You receive her secret Key and are told to meet her back in Riverwood.
> Delphine's Secret Door Key
Postquest Activities
Delphine's Secret Door Key opens the cabinet in her room in the Sleeping Giant Inn. Return to
Riverwood when you wish to begin Main Quest: Diplomatic Immunity. Act I now concludes.
<3$ MAIN QUEST: ACT II &
it
DIPLOMATIC IMMUNITY
PREREQUISITES: Complete Main Quest: A Blade in the Dark
INTERSECTING QUESTS: Main Quest: A Blade in the Dark, Civil War Quest: Message to Whiterun, Dark Brotherhood Quest: Bound Until Death, Thieves Guild
Quest: Dampened Spirits, Miscellaneous Objective: Malborn's Long Shadow*
LOCATIONS: Riverwood, Sleeping Giant Inn, Solitude, Winking Skeever, Thalmor Embassy, Reeking Cave, Thalmor Embassy, Elenwen's Solar, Dungeon
CHARACTERS: Brelas, Delphine, Erikur, Etienne Rarnis, General Tullius, llldi, Malborn, Jarl Balgruuf, Jarl Elisif the Fair, Jarl Idgrod Ravencrone, Jarl Igmund, Jarl
Siddgeir, Maven Black-Briar, Ondolemar, Orthus Endario, Proventus Avenicci, Razelan, Tsavani, Vittoria Vici
ENEMIES: Elenwen, Frost Troll, Gissur, Rulindil, Thalmor Guard, Thalmor Soldier, Thalmor Wizard
0 OBJECTIVES: Meet Delphine in Riverwood, Meet Malborn in Solitude, Give Malborn the equipment, Meet Delphine at the stables, Create a distraction and get
away from the party, (Optional) Retrieve your gear, Search for information about the dragons returning, Escape the Thalmor Embassy, Talk to Delphine, Recover
your equipment
<&? NOTE $ Quest names marked with this symbol da not appear in your Quest Menu list, although objectives may.
THE HORN OF JURGEN WINDCALLER A BLADE IN THE DARK DIPLOMATIC IMMUNITY
THE INVENTORY THE BESTIARY QUESTS ATLAS OF 5KYRIM
131
APPENDICES AND INDEX
£> The Thinking Schemer
0 OBJECTIVE: Meet Delphine in Riverwood
^4 TARGET: The Sleeping Giant Inn, in Riverwood
When you are ready to
continue prying into the
secretive and powerful Thalmor
faction, return to Riverwood
and seek out Delphine in her
usual resting spot— the cellar
of the Sleeping Giant Inn. She
has crafted a plan to infiltrate
you into the Thalmor Embassy,
mainly because you're unknown to their organization, while Delphine would stand out like a
Stormcloak in Solitude. She tells you that the Thalmor ambassador, Elenwen, is renowned for
throwing parties where the rich and connected hobnob with the Thalmor. Once you inflitrate the
Embassy, you'll excuse yourself from the glad-handing and attempt to find any of Elenwen's
secret files. Delphine has a contact— a Wood Elf named Malborn— inside the Embassy who
can help but who doesn't want any exposure. You're to meet him at the Winking Skeever. You
can bombard Delphine with several questions about the contact, how you'll get into the party,
and other matters if you wish.
0 OBJECTIVE: Meet Malborn in Solitude
0 OBJECTIVE: Give Malborn the equipment
♦ TARGET: Malborn, inside the Winking Skeever, in Solitude
Journey to Solitude, and locate the Winking Skeever tavern, close to the main gates. Step
inside and find the shifty-looking character, Malborn. Tell him that a mutual friend sent you,
and he says that he can smuggle some equipment into the Embassy that you can pick up once
you're inside, just in case you need a weapon or two if you're accidentally discovered or if the
plan becomes problematic. He tells you to hand over what you can't live without, and he'll
have it ready to grab once you're inside.
TIP What to Bring: Follow Mulborn's advice, and bring items that aid
your sneaking, such as a digger you cin inflict sneak attacks with;
items that soften your footfalls; and potions or augmentations that c«n keep you
healthy (or full of Stamina or Magickaj during combat.
If you stink at sneaking, simply load Malborn up with your favorite weapons, some
potions, and a full suit of armor. You can hand over anything you wish to him.
After you hand over your preferred equipment to Malborn, he tells you that he'll seek you
out at the party, and says to meet up with Delphine, who has some appropriate attire and an
invitation to the event.
0 OBJECTIVE: Meet Delphine at the stables
♦ TARGET: Delphine, at Katla's Farm
&
V7
Tr,e 'V
sk~yrTm
Travel to Katla's Farm, halfway
up the hill on which Solitude
sits. As the Thalmor Guards
will notice an adventuring type
who's armed to the teeth,
Delphine gives you more
suitable attire for socializing
with the noblemen of Skyrim.
She also hands you an
Invitation to Elenwen's Reception and says that she'll keep the rest of your gear safe until you
return. When you're inside, you'll have only what Malborn smuggled in and whatever there is
to hand in the Embassy. Don the outfit that Delphine gave you; remove any gauntlets, helmets,
or shields you're carrying (although amulets and rings are fine to wear). Delphine gives you a
quick once-over and asks if you're ready to take the carriage to the Thalmor Embassy. Agree
when you wish to continue. The remaining equipment is now removed.
> Party Clothes > Invitation to Elenwen's Reception
> Party Boots
You disembark from the
carriage in the snowy courtyard
within the walls of the Thalmor
Embassy compound. As you're
heading toward the steps and
a Thalmor Guard, you hear a
man murmuring behind you.
Optionally turn and listen to
Razelan, who's late for the
party and in a slightly rambunctious mood. He's certain there's not enough drinking going on
in the world today. Politely leave him, and amble over to talk with the Thalmor Guard and
show him your invitation. You have other conversation options, but you can't proceed until the
invitation is shown. Head up the steps, pastthe guard and into the Embassy.
5 warned! From this moment until tl
>u cannot Fast-Travel. You also cann
itil you've left the party with Malbo
CAUTION
TIP You may explore the grounds of the Embassy (with some deft
sneaking), but it's not practical, nor necessary— there's ample
opportunity to move around the grounds in a few moments.
0 OBJECTIVE: Create a distraction and get away from the party
♦ TARGET: Various, then Malborn, at the Thalmor Embassy
£> Scene, Not Heard
Elenwen greets you as
you enter. Make small talk
for a few moments (your
conversation topics range from
asking for a drink to other
pleasantries), and before
Elenwen's suspicions are raised
by any strange or mistaken
answers you give her, Malborn
calls her from the bar counter, saying that he's run out of the Alto Wine. You now know where
Malborn is stationed and can quickly slip away from Elenwen as she says she'll catch up to you
later and greets Razelan. Mingle in the main chamber. Here, you'll bump into several important
dignitaries from across Skyrim:
Erikur, the conniving, greedy, and vain owner of the lumber mill in Solitude.
General Tullius, the right hand of the Emperor in charge of Skyrim's Imperials.
131
$
QUESTS: MAW QUEST: ACT 2
Jarl Balgruuf, the key Imperial ally and Nord leader of Whiterun.
Jarl Elisif the Fair, the naive and patriotic new Jarl of Solitude.
Jarl Idgrod Ravencrone, the odd, hunched crone and leader of Morthal.
Jarl Igmund, the leader of Markarth and staunch supporter of the Imperials.
Jarl Siddgeir, the self-assured, entitled bully of a leader of Falkreath.
Maven Black-Briar, the shrewd family matriarch and meadery owner in Riften.
Ondolemar, the haughty Thalmor liasion to the Imperial Justicars in Markath.
Orthus Endario, who runs the East Empire Company's office in Windhelm.
Proventus Avenicci, the political and inept steward for the Jarl of Whiterun.
Vittoria Vici, the owner of the East Empire Company and cousin of the Emperor.
Brelas, a respectful and self-effacing Embassy servant who works the other bar.
Illdi, the hired bard, offering timid and underwhelming performances.
MOTE Depending on who you've killed or how the Civil War is
progressing, the portygoers moy change from the ones shown in
the preceding list. Here's who to expect;
A guest will not he here if you've killed them, or if they are hostile to you for
any reason.
None of the guests ore here if you've been openly hostile to them previously
and are not on friendly terms.
Ihe Imperial Juris won't make an appearance if their Hold Cities hove been
captured by the Stormcloaks.
Vittorio Vici will not be here if Dark Brotherhood Quest: Bound Until Death
is active.
Maven Black-Briar will not be here if Thieves Guild Quest: Dampened Spirits
is active.
General Tullius isn't here if Civil War Quest: Message to Whiterun hasn't been
completed. He is also missing if a city siege is under way.
Ffoventus Avenicci ond Jorl Balgruuf will not be here if Civil War Quest:
Message to Whiterun is active or if has been completed.
With the party already under way, you have a few different options to try when attempting a
disturbance: * ^
Razing a Ruckus
The loudmouthed fellow you met outside is usually sitting down, awayfrom the mingling. Strike
up a conversation with the reprobate, and he'll ask for a drink. Return to Malborn or head over
to Brelas and order a drink; then return to Razelan and hand the drink over. He thanks you for
it; you then ask if he can cause a distraction. Sure enough, he wanders into the throng and
commences a ruckus. Head to Malborn quickly!
> Colovian Brandy
A Fractious Favor
You may spot a good friend among the assembled guests. Possible friendships include
Vittoria Vici, Maven Black-Briar, Ondolemar, or any of the Jarls, depending on your previous
interactions with them. Begin a quiet chat with one of them and ask if they would cause a
small disturbance. When they agree, back away toward Malborn, and watch your friend cause a
scene with Razelan, despite the drunkard's innocence. Head to Malborn quickly!
TIP You'll know if you're friendly with a guest, as you'll be able to ask
them to do something for you when you speak with them. If you're
reading this prior to the quest commencing, refer to the Favor Quests on page
399 for information about how to win Favor with these guests. Some of your
"friends" may require a Speech-based Persuasion to agree to cause a distraction:
These friends will act without Persuasion: Jarl Idgrod Ravencrone, Maven
Black-Briar, Jarl Balgruuf, or Orthus Endario.
These friends will act once you Persuade them: Jarl Igmund, Jarl Elisif, Jarl
Siddgeir, or Ondolemar.
Vittoria Vici is never a friend but can be Persuaded to cause a distraction.
Ondolemar is furious with your actions after you Persuade him and becomes
your enemy after this quest.
You Can't Get the Staff These Days
Speak to Erikur at the party,
and you'll see that he has
his eye on Brelas, one of the
waitstaff. Speak to Erikur and
offer to talk to Brelas to see
whether she's interested in a
clandestine rendezvous with
Erikur. Brelas, being of high
morals (and taste), declines
the offer. Return to Erikur and tell him:
(Lie) That she's interested, or
That she isn't interested at all.
Either response makes Erikur accost Brelas, causing a distraction and allowing you to head to
Malborn, and quickly!
During any of these distractions, Malborn heads to the door leading into the kitchens and waits
for you to approach. He'll then open the door and close it behind you.
0 OBJECTIVE: (Optional) Retrieve your gear
♦ TARGET: Chest, in the Thalmor Embassy larder
0 OBJECTIVE: Search for information about the dragons returning
♦ TARGET 1: Small chests (2), Thalmor Embassy, Elenwen's Solar and
Dungeon
♦ TARGET 2: Etienne Rarnis, Thalmor Embassy, Dungeon
TUtlHVBfOT
DIPLOMATIC IMMUNITY
IHE BESTIARY QUESTS
m
ATLAS OF SKYRIM
APPENDICES AND INDEX
£> Embassy Evidence
Enter the kitchens, now that no
one saw you slip away. While
Malborn preoccupies Tsavani
the cook, open the next
door on the left side of the
kitchen and enter the larder.
The wooden chest on the left
has the equipment you gave
Malborn back at the Winking
Skeever. Take the exit door opposite the chest and begin a clandestine sweep of the Embassy
chambers.
> Smuggled Equipment
In reality, the sweep doesn't
have to be that sneaky, as long
as you're prepared for a fight
with the well-armed Thalmor
Soldiers patrolling the building.
From the first corridor, face
south, and check the room to
your left (east), into a long
hallway with two Thalmor
Guards. You may engage them in combat, or stay out of sight (behind the doorway, or via a
spell or sneaking) and wait for them to leave so you can sneak past them, or shut the door and
easily sneak by. Use the small storage room or the room divider to hide behind, if necessary.
THALMOR THEATRICS
(Sneak) Locate the room on your right as you begin this infiltration. It contains a
spare set of Thalmor Robes. Donning these robes allows you to sneak around the
Embassy buildings a little more easily. Guards now attack only if they see your face
and you're close enough (within around ten feet) to draw their suspicions. Just how
easily spotted you are depends on your race:
Beast races, such as Ores, Khajiit, or Argonians are easily spotted by guards.
Human races, such as Nords, Bretons, or Redguard, have a slightly easier time.
Wood and Dark Elves have a better chance at passing through without
drawing suspicion.
High Elves are almost able to wander the Embassy with impunity!
I T . i?
> Thalmor Robes
From the long hallway, you can head east and open the door to the exterior courtyard (western
side). Or you can maneuver around the bar, up the stairs to the upper floor, and creep past (or
bludgeon) the guard patrolling this area. To your right (east) is a corridor leading to a dining
area (with wine, poisons, and potions to pilfer). To the left (west) is a bedroom, which is on
your right (north) and an office to the left (south), which also has a door leading to the exterior
courtyard (eastern side). Pick either of the exits and head outside.
NOTE From this point on, you have a choice regarding how you find the
information the objective has reguested:
Plan 1: You con search the solar and the dungeon for written materials from
tie Thalmor. This allows you to leave without interacting with the prisoner
Plan 2: You can move through the solar, down to the dungeon, and then free
Etienne Rarnis. This is the prisoner a Thalmor spy named Gissur picked up.
He has been viciously tortured by a Thalmor named Rulindil. He then escapes
with you.
Plan 3: Or you can execute both plans, as the following section reveals:
The Bidtf Beroil* V
SKY RIM
Creep through the snow, along
the perimeter of the Thalmor
Embassy grounds, taking care
not to be seen by the patrolling
guards (or rush in and attack
them if you don't believe in
the element of surprise). Either
perimeter path allows you
access into the snow-laden
garden, and the door into Elenwen's Solar. Enter that door as soon as you can.
(Sneak) If you're disguised or sneaking, there's usually a Thalmor Mage guarding
this door.
(High Elf) If you're a High Elf and wearing Thalmor Robes, you can actually trick the guard
into leaving his post with a quick conversation!
When you enter the solar, you hear a Thalmor called Rulindil (one of the spymasters responsible
for receiving and utilizing clandestine chatter) talking to one of his spies, a weasely man named
Gissur. They mention an interrogation room below. Beware of a patrolling guard here as you
move quietly to the bar and storage room (if you're hiding), or into the withdrawing room that
has multiple exits.
Upstairs are two bedrooms and a small storage area. Aside from a variety of expensive
items (that aren't critical to your quest), there's nothing to take up here. Instead, remain
on the ground floor and sneak (or rush) into the northwest office, next to Rulindil's study.
There are books to check out, and a small chest holds some evidence: a Dragon Investigation
document (which notes a prisoner in the cellar dungeon who is the key to unlocking the
dragon phenomenon), the Interrogation Chamber Key, and two dossiers— one on Delphine
and the other on Ulfric Stormcloak. It all makes for some very interesting reading. If you're
just considering the prisoner, you can also head west and challenge Rulindil in his study. You
can spring into an attack or try to pickpocket Rulindil (which is difficult) for the Interrogation
Chamber Key.
> Interrogation Chamber Key (2)
> Dragon Investigation: Current Status
> Thalmor Dossier: Delphine
> Thalmor Dossier: Ulfric Stormcloak
There are two staircases
leading down; both lead to
a similar-looking door to the
Embassy Dungeon (which
can also be picked [Expert]).
You can head through either
door, but the stairs and door to
the northeast place you on a
balcony where you can see a
single guard patrolling.
If you entered this area via Elenwen's Study (the one farthest from Rulindil), then you
can sneak down here and watch Rulindil descend the steps from his office and begin a rather
unpleasant interrogation. Otherwise, he is likely to have attacked you, or been killed already,
along with his spy, Gissur.
Fewer guards make it easier to sneak down the steps, move past the rack, and execute
the guard with a sneak attack. Before you investigate that moaning, check the small chest by
the table with the rolls of paper on it; there's another dossier, this one on a gentleman named
Esbern. Now read all the materials you've gathered (the Dragon Investigation and all three
dossiers) to complete your objective.
> Thalmor Dossier: Esbern
IUESTS: MAIN QUEST: ACT 2
You may talk to the prisoner
moaning in the first cell
(and Brelas if you used her
as a party distraction). The
prisoner's name is Etienne
Rarnis, and if you speak to
him, he reveals that he may
have mentioned the location
of a man named Esbern who
may shed some light on the resurrected dragons returning to Skyrim. The Thalmor are certainly
interested in him. As you release the prisoner, two Thalmor Soldiers and Malborn appear, so
fight off the Thalmor if they attack. Take down any guards and search them for the Trap Door
Key (there are two available); otherwise you won't be able to escape.
> Trap Door Key (2)
0 OBJECTIVE: Talk to Delphine
0 OBJECTIVE: Recover your equipment
♦ TARGET: Sleeping Giant Inn, in Riverwood
Quest Conclusion
Delphine is waiting for you in the secret cellar downstairs in the Sleeping Giant Inn. Return
here and locate the large chest on the left (north) wall to obtain all the equipment you gave
her before visiting the Embassy. Delphine wants to know if you've found out anything useful.
Mention that the Thalmor are looking for someone named Esbern. Delphine seems to instantly
know who this "crazy old man" is. She reveals Esbern is a Blade archivist who is an expert on
the ancient dragonlore of the Blades. Erom your earned knowledge, it seems Esbern is hiding
out somewhere in the city of Riften. Perhaps a well-connected man named Brynjolf can help. To
get him to trust you, ask him to remember the 30th of Frostfall.
0 OBJECTIVE: Escape the Thalmor Embassy
♦ TARGET: Reeking Cave exit
Drop through the trapdoor— with Malborn, Etienne, and Brelas by your side if they are alive
and freed— and enter the Reeking Cave (so named because of the stench of the Frost Troll
who lives here who slaughters travelers and brings them back hereto consume). You can attack
the troll before dropping down so he can't strike you back. Watch out; Etienne or Brelas can die
fighting or fleeing from this creature. The cave itself is small; locate the exit, where Malborn,
Etienne, and Brelas all flee. You don't need to follow them.
Postquest Activities
Time is racing; you must now hunt down Esbern, convince him to help your cause, and
hope the Thalmor don't get there first! Main Quest: A Cornered Rat begins now. If you visit
Windhelm, and Malborn is still alive, you can find him inside the Gnisis Corner Club and begin
Miscellaneous Objective: Malborn's Long Shadow.
m
A CORNERED RAT
m
PREREQUISITES: Complete Main Quest: Diplomatic Immunity
INTERSECTING QUESTS: Main Quest: Diplomatic Immunity, Main Quest: Alduin's Wall, Thieves Guild Quest: A Chance Arrangement
LOCATIONS: Riften, The Bee and Barb, The Ragged Flagon, The Ratway, The Ratway Vaults, The Ratway Warrens, Riftweald Manor, Riverwood,
Sleeping Giant Inn
CHARACTERS: Brand-Shei, Brynjolf, Delphine , Esbern , Keerava, Madesi, Riften Guard, Salvianus, Vekel the Man
ENEMIES: Drahff, Gissur, Hefidthe Deaf, Hewnon
Black-Skeever, Knjakr, Shavari, Skeever, Thalmor Soldier, Thalmor Wizard
0 OBJECTIVES: Talk to Brynjolf, Search the Ratway for Esbern's hideout , Find Esbern in the Ratway Warrens, Talk to Esbern
)§> A Den of Iniquity
0
OBJECTIVE: Talk to Brynjolf
TARGET: Brynjolf, in Riften
Thalmor free rein to stomp out the worship of Talos. You may also ask about the Thalmor, the
arrogant and extreme rulers of the Aldmeri Dominion, or what used to be the Imperial provinces
of Summerset Isle and Valenwood. When you've heard enough, leave the Sleeping Giant Inn
and travel to Riften.
Delphine instructs you to meet with her contact, a member of the Thieves Guild named Brynjolf.
However, before you go, ask her about your birthright. You can also ask why the Blades are
on the run. Turns out it's because the Thalmor were systematically hunting them down thanks
to the White-Gold Concordat, which was signed with the Empire. It ended the war but gave the
TIP Remember the equipment you just gathered from where Delphine
deposited it? If you need to equip any of it or arrange your
Favorites, do this right now.
When you arrive at either of the city's gates for the first time, a guard halts you and attempts to
shake you down for a "visitor's tax." You can:
(Persuade) Realize this for what it is.
(Gold) Realize this for what it is but pay up (the amount varies, depending on how poor
you are)
(Intimidate) Threaten that you kill thieves
Any of these options (if successful) allows the guard to open the door. Butchering the guard
also gets you into Riften, after dramatically increasing your bounty and forcing you to spend
time in the jail.
DIPLOMATIC IMMUNITY A CORNERED RAT
<§?QUE5tT~
THE INVENTORY
TEOfSIW
ATLAS OF SM
APPENDICES AND INDEX
You meet a mysterious character in the Grand Plaza (during daylight hours) or inside the Bee
and Barb the first time you look around the Grand Plaza in Riften.
First-time Thief: If you're meeting Brynjolf for the first time, and if you have some
general skills in concealment or silent stealth or you've dealt with the guard at the Riften gate
without resorting to violence, a man named Brynjolf strikes up a conversation with you. He may
have an errand for you to perform to test your skills and may reward you with gold. Thieves
Guild Quest: A Chance Arrangement must now be completed before Brynjolf releases the
knowledge of where Esbern is hiding out.
(Persuade) Or you can use your verbal charms to reveal the location of Esbern, without
playing Brynjolf's little game. If so, you can skip A Chance Arrangement.
Guild Member: If you're meeting Brynjolf and you've already proved yourself skilled by
completing Thieves Guild Quest: A Chance Arrangement, Brynjolf is happy to point you in the
direction of where Esbern is hiding out, once you ask him about these matters.
vQ& TIP You don't have to play along with Brynjolf's schemes, though.
(Persuade) You can speak to Keerava inside the Bee and Barb to
learn about the Ragged Flagon, which gets you partway there.
Or you can skip ahead to 'The Ratway Hidey-hole' and just follow the directions
straight to Esbern.
£> Interlude: A Chance Arrangement
He tells you to pilfer a silver ring from a stall owned by Madesi in the marketplace while he
creates a distraction. Place it in the pocket of a Dark Elf vendor named Brand-Shei. If you're
caught, you're on your own, but if you succeed, he'll have some better-paying schemes. If
you've met Brynjolf during the evening or night, he'll be waiting between eight in the morning
and eight in the evening for you. If you met Brynjolf at night, wait until daylight and meet
up again.
0 A CHANCE ARRANGEMENT OBJECTIVE: Meet Brynjolf during
daytime
♦ TARGET: Brynjolf, Grand Plaza in Riften
0 A CHANCE ARRANGEMENT OBJECTIVE: Steal Madesi's Ring
♦ TARGET: Madesi's stand, Grand Plaza in Riften
Brynjolf is waiting for you
by his own plaza stand,
where he's about to hawk
his "amazing" Falmerblood
Elixir. Naturally, this patter
is designed to draw a crowd
(including Madesi and Brand-
Shei), allowing you to quickly
move around the plaza's
perimeter via the stone wall and crouch behind Madesi's stall.
(Lockpick [Novice]) Produce your lockpicks, and unlock the sliding door under the stall
counter. Quickly rummage around inside Madesi's strongbox. You can happily help yourself to
any of the items here, but the valuable you're concerned with is the Silver Ring. Steal it quickly,
before any of the city guards spot you.
You must attempt to pick this lock only after any city guards CAUTION
pass you, and you're hidden from view while sneaking.
> Madesi's Silver Ring
0 A CHANCE ARRANGEMENT OBJECTIVE: Plant Madesi's Ring
♦ TARGET: Brand-Shei, Grand Plaza in Riften
Creep around so the assembled beggars and storekeepers don't see you, and position yourself
behind Brand-Shei.
(Sneak) You must now "reverse-pickpocket" the Dark Elf. This involves pickpocketing,
choosing your own Apparel menu, selecting Madesi's Silver Ring, and giving it to Brand-Shei to
finish the technique. Remember, no one must see you attempt this!
If you're successful, Brand-Shei is mistaken for a thief and hauled away to Riften prison. Your
paths may cross again in the future....
0 A CHANCE ARRANGEMENT OBJECTIVE: Speak to Brynjolf
♦ TARGET: Brynjolf, Grand Plaza in Riften
If you're arrested, or you leave Riften and woit more than CAUTION /
half a day to complete Brynjolf's Objective, or you murder
someone during his distraction, Thieves Guild Quest: A Chance Arrangement
still completes. However, this is no reword, and Brynjolf isn't pleased with your
inadequacies. This is not the way to impress a future mentor!
Speak to Brynjolf after the ring-plant misdirection, and he congratulates (and rewards) you.
You receive no monetary gain if you failed. Then he mentions his organization has been having
some bad luck but mentions that there's more money to earn if you can handle it. Reply that
you can, and Brynjolf recommends you meet him at the Ragged Flagon tavern, deep inside
Riften's subterranean Ratway. He also points you in the direction of Esbern when you ask him;
he's down in the Ratway.
> 100 gold pieces
0 OBJECTIVE: Search the Ratway for Esbern's hideout
♦ TARGET: Ragged Flagon, inside the Ratway, in Riften
a/1
\\& TIP This is an optimal time to strike up a friendship with other members
of the Thieves Guild and perhaps begin a series of quests with them.
Consult the Thieves Guild Quests starting on page 1 96 for all the pertinent
information.
3> The Ratway Hidey-hole
Open the barred gate by the
water's edge and go into the
sewers that run the length and
breadth of Riften. Down the
first tunnel, you may stumble
across two equally odious
characters: Drahff and Hewnon
Black-Skeever. They attempt
to mug you for all your
equipment. You can:
(Persuade) Try to let Drahff know that you've killed dozens like him.
Any other option results in violence. This doesn't impact your standing in Riften and is the
recommended choice.
The Qldtt&crtZi 'S
s K Y R l M
136
QUESTS: MAIN QUEST: ACT 2
Now continue through this small maze of interlocking sewage tunnels. Watch for hanging oil
traps, and a bear trap along the way. If your Lockpick skill is high enough, there's a chamber to
check out, but your main purpose is finding the Ragged Flagon.
CROSSING THE THALMOR: SHAVARI THE ASSASSIN
The tavern is unique, being constructed on and above a sewage
conduit chamber. When you spot Brynjolf, he is talking with the
barkeep (Vekel the Man), speaking about Brynjolf's predicament
with his "organization." Speak to Vekel the Man, or seek out
another Thieves Guild member named Dirge and ask either of
them if they've seen "an old guy, hiding out" somewhere in
Riften. Both Vekel's and Dirge's minds are cloudy, so you may
need to clear them by:
(Persuade) Appealing to his sense of urgency and telling your contact that Esbern's life is in
danger.
(Gold) Appealing to his sense of greed and offering gold so he remembers.
(Brawl) Appealing to his boisterous side and proving your might with a bare-knuckle fight.
No weapons, or this suddenly gets a lot less friendly!
When one of these choices succeeds, Vekel or Dirge tells you that Esbern is holed up in the
Ratway Warrens and hardly ever leaves the place.
If you're already a full-fledged member of the Thieves Guild, which requires you to have
Thieves Guild Quest: Loud and Clear active and to have been awarded your thief's clothing,
Vekel and Dirge also point you in the direction of the Ratway Warrens.
0 OBJECTIVE: Find Esbern in the Ratway Warrens
♦ TARGET: Esbern, inside the Ratway, in Riften
CROSSING THE THALMOR; GISSUR S REVENGE
Dispatching
Gissur back at
the Embassy
prevents him from
shadowing your \
movements.
If you left Spymasler
Rulindil's spy Gissur
alive during the
previous quest, you may spot him m the Ragged Flagon. You can slay him or leave
him alone. If you speak with either Dirge or Vekel, Gissur eavesdrops and sneaks
out of the Ragged Flagon, into the Rotway. If you (carefully} follow him, you con
eavesdrop as he tells the Thalmor troops where you are. You may wish to attack at
any time, or:
You can remain hidden, as the Thalmor enter the Ragged Flagon, confront Dirge
or Vekel, and ore given a menacing fa rush-off by the Thieves Guild.
Or, you can reveal yourself {accidentally or otherwise) ond turn the Ragged
Flagon into a slaughterhouse. Leave no Thalmor alive!
The Thalmor ore
s V, - hiring proficient
' ' v ) assassins to track
and kill you.
^ **■' Unbeknownst to you,
# once you escaped the
A * ) i Thalmor Embassy,
1 Elenwen placed a
^ 1 bounty on your head,
which attracted the attention of a Khajiit assassin named Shavnri. As soon as you
enter the Ragged Flagon or the Ratwoy Vaults, she enters the Ratway after you.
Be quick if you spot an unknown Khajiit in these parts; slay her before she can
fulfill her task. Inspect her corpse for a note from T that proves the Thalmor plot
> Shavarrs Note
Remembering the 30th of Frostfall
If you were directed into the
Ratway Warrens or even
stumbled here on your own,
the Thalmor are already
prowling this maze of
connecting corridors around
a central hub room (which
you've just entered).
However, if Dirge or Vekel
directed you to the Warrens, you are forewarned about the Thalmor ambush, allowing you
to expect any attacks and even trying to ambush the guards and gain the upper hand. Either
way, unless your sneaking ability is exceptional, expect to fight around four of these enemies
throughout your navigation of the Warrens.
From either entrance into the Warrens, there are two possible routes:
The first is to navigate around the interconnected corridors and chambers, sneaking past or
fighting Thalmor enemies and a few Skeever along the way. This is the long route, but it
allows you to remain hidden, or at least clear the Warrens of foes for the moment.
Or, you can appear on the upper balcony of the multifloored central hub room, which is
well lit and has a cart and hay bale at the base of it. Drop to the open gate on the eastern
side of the bottom floor. The entrance to the Ratway Vaults is just south of this point, at the
bottom of the Warrens.
Open the wooden door and enter the Ratway Vaults. The Thalmor haven't found this area yet,
and it is rarely trafficked. One of the reasons may be the lunatics who populate the chambers
here. Beware of Hefid the Deaf, and Knjakr the mad chef, as both of them get violent when
they spot you. You'll also have to contend with a brain-addled man named Salvianus, who talks
to himself. But you're actually here to locate the well-locked door on the upper balcony of the
hub chamber, in the southwest corner.
Sidle up to the door and activate it, and you'll hear an old man shouting for you to go
away. Persist, and the door's shutter slides open and a pair of eyes peer out. They are attached
to a man who claims to not know who Esbern is.
A CORNERED RAT
137
THE INVENTORY
THE BESTIARY
@ QUESTS
ATLAS OF SKY RIM
APPENDICES AND INDEX
No amount of persuasion or pleading gets the man to unlock the door. Use the quote
Delphine told you to tell the man: "remember the 30th of Frostfall." Only then does the man
reveal himself to be Esbern and unlock the door.
If you haven't spoken to Delphine after escaping the Thalmor Embassy, you can inform
Esbern that you're Dragonborn, which is enough to pique his interest.
0 OBJECTIVE: Talk to Esbern
Quest Conclusion
Once you're inside Esbern's hidey-hole, he asks how Delphine is after all these years, regarding
the situation as "hopeless." He tells you that Alduin has returned, just as the prophecy said.
Esbern believes it to be the end of the world. In fact, the only glimmer of hope would be if a
Dragonborn returned....
Postquest Activities
During the conversation, Main Quest: Alduin's Wall begins immediately.
PREREQUISITES: Complete Main Quest: A Cornered Rat
INTERSECTING QUESTS: Main Quest: A Cornered Rat, Main Quest: The Throat of the World ® MIN0R SP0llERS
LOCATIONS: Karthspire, Riften, The Ragged Flagon, The Ratway, The Ratway Warrens, Riverwood, Sleeping Giant Inn, Sky Haven Temple, Alduin's Wall
CHARACTERS: Delphine, Esbern, Orgnar
ENEMIES: Forsworn, Thalmor Soldier, Thalmor Wizard
0 OBJECTIVES: Escort Esbern to Riverwood, Talk to Esbern, Gain entrance to Sky Haven Temple, Learn the secret of Alduin's Wall
£►> History and Prophecy
0 OBJECTIVE: Escort Esbern to Riverwood
♦ TARGET: The Sleeping Giant Inn, in Riverwood
Now that Brynjolf and the Thieves Guild have helped you locate the slightly deranged Esbern,
it is your job to chaperone him to Riverwood. Ask him if he knows the way out of here, and he
sets off running. Follow him out of his hidey-hole or request that he follow you. Head down the
stairs in the sewer junction chamber. As you both enter the sewer passages, Thalmor agents
begin to appear. Defeat them. Combat continues as you push up the stairs and into the Ratway
Warrens. Let Esbern fight the Thalmor Soldiers that may appear; Esbern is a powerful wizard
and can handle himself in a fight.
Head west, through the open gate in the hub room and into the connecting sewer tunnel.
Go north past the tree routes and up the stairs by the dining chamber. Next, travel around
to the south, above the hub room. Cross the middle balcony of the hub room, and go to the
upper balcony overlooking this same hub room chamber. Head westinto the Ragged Flagon.
From here, head west, into the Ratway mead-tasting room; then turn right (north) and use the
wall lever to lower the wooden bridge if you haven't done this already. From here, you're one
winding corridor away from exiting into Riften. At this point, you can Fast-Travel or trek back to
Riverwood and the Sleeping Giant Inn.
<<i>TIP Esbern simply crouches when overwhelmed by enemy attacks and
then rises again Don't worry about him being killed.
0 OBJECTIVE: Talk to Esbern
ir.e Bldsr Bcrcus V
skyrTm
<3
Inform Delphine that you've
found Esbern, and she's most
thankful, taking you both down
into her secret cellar. Esbern
reveals a particularly important
historical location: Sky Haven
Temple, constructed around
one of the main Akaviri military
camps in the Reach, during the
conquest of Skyrim. He also places a book on the table. Read it at your leisure for some history.
> Annals of the Dragonguard
Delphine isn't impressed until Esbern informs you both that the Sky Haven Temple is where
Alduin's Wall was built to set in stone all their accumulated dragonlore. But the location of the
wall, one of the wonders of the ancient world, was lost. Fortunately, Esbern knows where it is
and why the three of you should journey there: The ancient Blades recorded both history and
prophecy on Aduin's Wall. With any luck, it may reveal how to defeat Alduin himself.
0 OBJECTIVE: Gain entrance to Sky Haven Temple
LiS^ — — — — m
J3> Forsworn and Forsaken
Delphine knows that Esbern's
description fits an area of
Skyrim called Karthspire, in the
Karth River Canyon. She asks
whether you should all travel
there together or whether you
should meet them at the Sky
Haven Temple entrance. The
choice is yours. You can:
Fast-Travel to the nearest location closest to the temple, and then walk there. Or Fast-Travel
to the temple entrance itself, if you've already discovered it.
Travel the path along Falkreath Hold, which involves fending off any enemies along the
way and fighting as a trio. This takes longer but allows you to raise levels and watch your
teammates' considerable fighting talents. Neither of them can die from enemy attacks, so
you can back them up in combat if that's your style.
Take the same, lengthy route on your own or on horseback. You won't need to wait around,
but you have no backup during any fights.
Catch a carriage from Whiterun to Markarth, and then approach on foot from the west, as
Delphine recommends.
QUESTS: MAIN QUEST: ACT 2
rmi
After the meeting, Delphine says her last good-byes to Orgnar the barkeep and leaves the
Sleeping Giant Inn for good.
The Forsworn— primitive
tribesmen fighting to drive
the Nords out of this western
hold— are active in this area.
They are formidable warriors
and mages, especially in
groups as large as those you
find at the Karthspire exterior.
Depending on your play style
and whether you're traveling alone or with Delphine and Esbern, expect a protracted and furious
battle across the sprawling wooden and stone battlements as you cross the platforms spanning
the Karth River. After some fine sneaking or impressive combat, seek the inky-black cave
entrance and enter Karthspire interior.
TIP If you lose Delphine and Esbern during the journey to the Sky
Haven Temple, they appear when you enter the Karthspire interior.
If you told them to go ahead, they will be waiting on the road close to the
entrance, near the Karthspire Forsworn Camp (unless you reach there first).
Fighting continues inside
Karthspire as you head through
a Forsworn camp and into a
narrow ascension chamber,
with stone buttresses and
temple columns carved by
the early Akaviri. There is an
entrance high above you to
the west, but it is currently
impassable. There is a trick to releasing the two raised bridges that cross the width of the
chamber. Move up to the three tricornered small pillars atop the dirt ramp.
Puzzle Solution: The square tile in the middle of each column is significant; study the
hieroglyph in each one. One looks like an eye with a pair of horns above it. One looks like a
ceremonial bowl with stylized fire. The third looks like two dragon heads facing each other
and an arrow pointing down. This is the symbol of the Dragonborn. Activate the pillars so the
"Dragonborn" tile is shown and the line atop each pillar points east to west. The bridge to your
left (south) lowers with a rumble.
Cross the bridge and wait for Esbern to give his opinion on the tiled floor in the connecting
chamber. Expect a fiery death if you step on the incorrect pressure plate. But there is a method
to this madness:
Puzzle Solution: Look for the plates that have the "Dragonborn" hieroglyph on them.
Step only on those plates to wind your way across the floor, before you finally reach a carved
dragon head and a lever. Pull the lever, and the second crossing lowers. This has the added
bonus of switching off the pressure-plate trap.
£> Alegory and Mythic Symbolism
Head north across the two
lowered bridges and into the
Sky Haven Temple entrance,
a large and remarkably
well-preserved chamber. Esbern
strides toward a big stone head
at the far (west) end. Speak
to Esbern about the entrance.
He studies the circular floor
carvings, murmuring something about them being a "blood seal." The mechanism needs
blood to activate: your blood. The ancient Blades revered Reman Cyrodiil, and the whole place
appears to be a shrine to him. Esbern explains the historical significance of this site. Listen for
as long as you wish, but when you are ready, stand in the center of the circular floor carving
and activate the blood seal. You cut your palm, dripping blood into the floor seal, and Reman
Cyrodiil's giant carved head lifts open.
0 OBJECTIVE: Learn the secret of Alduin's Wall
Quest Conclusion
You may wish to run on ahead
or witness Esbern's excited
discovery of Akaviri bas-reliefs.
But the main chamber holds
the real prize. While Delphine
waits impatiently, Esbern
explores the entirety of Alduin's
Wall, which dominates this
chamber. In the middle of the
wall, Esbern discovers that the ancient Nords used a Shout to defeat Alduin. Delphine asks if
you know of such a Shout. Answer that the Greybeards might know. Delphine responds with a
few choice words about the Greybeards; she believes they shrank from their responsibilities and
destiny. She recommends you head off to see them while she remains; Esbern is likely to be
here a while.
"When misrule takes its place at the eight corners of the world,
When the Brass Tower walks and Time is reshaped,
When the thrice-blessed fail and the Red Tower trembles,
When the Dragonborn Ruler loses his throne, and the White Tower falls,
When the Snow Tower lies sundered, kingless, bleeding,
The World-Eater wakes, and the Wheel turns upon the Last Dragonborn."
i
Postquest Activities
Esbern continues to inspect Alduin's Wall as Main Quest: The Throat of the World begins. In
addition, you can start to befriend Delphine and Esbern inside the Sky Haven Temple and
complete the four Blades Factions Quests, earning you Followers, items, dragons to kill, and
blessings from Esbern. Consultthat Chapter for details.
THE THROAT OF THE WORLD
PREREQUISITES: Complete Main Quest: Alduin's Wall
INTERSECTING QUESTS: Main Quest: Alduin's Wall, Main Quest: Elder Knowledge Favorites, Main Quest: Paarthurnax
LOCATIONS: High Hrothgar, High Hrothgar Courtyard, Sky Haven Temple, Throat of the World
CHARACTERS: Delphine, Esbern, Master Arngeir, Master Einarth, Paarthurnax
ENEMIES: Ice Wraith, Troll
0 OBJECTIVES: Talk to Arngeir, Learn the Clear Skies Shout, Use the Clear Skies Shout to open the path, Talk to Paarthurnax, Learn the Word of Power from
Paarthurnax, Use your Fire Breath Shout on Paarthurnax, Talk to Paarthurnax
<§) MINOR SPOILERS
THE INVENTORY
A CORNERED RAT ALDUIN'S WALL THE THROA T OF THE WORLD
THE BESTIARY M QUESTS ATLAS OF SKYRIM
139
APPENDICES AND INDEX
I
V
Don't wander around blindly in the gray mist; this is CAUTION )
dangerous. Lingering in the fog can drain your Stamina, and
you'll have to contend with ke Wraiths and possibly a troll along the way.
Sky Above, Voice Within
0 OBJECTIVE: Talk to Arngeir
♦ TARGET: Master Arngeir, High Hrothgar
Continue up the path until
you reach the edge of the fog
bank. If the fog returns, then
Shout again. As you progress
up the zigzagging path, look
out for the marker stones and
the flags affixed to them.
The pace is slow, but you
eventually emerge above the
fog bank and discover the Throat of the World —the summit of the largest mountain in Skyrim.
I
4
A deep booming voice echoes
around the giant rocks and
snowbanks atop the mountain.
Paarthurnax greets you. Speak
to this giant white dragon, who
asks why you intrude upon his
meditation. Explain that you
need to learn the Dragonrend
Shout. He responds that
patience is required and that formalities must be observed. Paarthurnax lands on the ground
nearby and encourages you to hear his Thu'um and respond— if you are truly Dovahkiin! He
opens his maw and scorches a nearby rock in a great gout of fire!
0 OBJECTIVE: Learn the Word of Power from Paarthurnax
While Esbern inspects the third
panel of Alduin's Wall (and
offers his opinion of it if you
wish to listen), you should exit
Sky Haven Temple. Head up
and north, and exit through any
of the "dragon arrow" doors
to an outside ruin offering
excellent views over the Reach.
You have a long trek back toward Whiterun, and then must navigate the 7,000 steps again to
High Hrothgar. You should Fast-Travel if you're feeling impatient. Seek out Master Arngeir, and
inform him thatyou need to learn the Shoutthatwas used to defeat Alduin. The Greybeard
is angered by your request, blaming the meddling Blades for their reckless arrogance. Arngeir
ends the conversation (no matter what you say) by admonishing you for straying from the path
of wisdom.
Master Einarth murmurs something to Arngeir in dragon tongue, and Arngeir calls for you
to stop. He apologizes for his outburst and informs you that the Shout is called "Dragonrend."
It is unknown, even to the Greybeards of High Hrothgar, as it is deemed evil. Only the master
of the Greybeards— Paarthurnax— can answer your questions. You are beckoned into the
courtyard and are taught another Shout that will open the way to Paarthurnax.
0 OBJECTIVE: Learn the Clear Skies Shout
♦ TARGET: Master Arngeir, High Hrothgar Courtyard
Follow Arngeir toward the ceremonial fire pit on the raised area of the courtyard, where he
bellows three glowing, runic words into the carved stone on the ground below. Step onto and
absorb each of them, so your Clear Skies Shout is the strongest it can be. Then absorb the
knowledge from the glowing Master Arngeir. You learn Lok ("Sky"), Vah ("Spring"), and Koor
("Summer"). Then enter your Magic > Shout Inventory menu, and select this Shout.
The rock soon glows with a runic Word of Power. Take this as the gift it is intended to be, and
absorb another new Word of the Fire Breath Shout. You then absorb Paarthurnax's knowledge
of the Word...except the beast is still alive and doesn't need slaying.
> Word of Power: Fire Breath
> Word of Power: Sky, Clear Skies
> Word of Power: Spring, Clear Skies
> Word of Power: Summer, Clear Skies,
0 OBJECTIVE: Use the Clear Skies Shout to open the path
♦ TARGET: The mountain fog, atop the High Hrothgar steps
£> Clearing the Throat
With the Shout selected, turn
and depart from High Hrothgar,
heading up the steps from the
fire pit to the southeast. You
are greeted by a perimeter
arch, through which is an
impenetrable fog. Execute
the Clear Skies Shout and
the fog dissipates for a few
seconds before blanketing the mountain again. This gives you a clear view of the path to the
mountaintop.
0 OBJECTIVE: Talk to Paarthurnax
♦ TARGET: Paarthurnax, the Throat of the World summit
0 OBJECTIVE: Use your Fire Breath Shout on Paarthurnax
Paarthurnax now wishes you to greet him, not as a mortal but as a dovah ("dragon"). Select
the Fire Breath Shout from your inventory, and yell it directly into the dragon, bathing him in
your fiery blast. Paarthurnax doesn't become hostile; this is the ceremonial greeting he was
expecting.
Of course, don't follow this up with actual combat, or CAUTION G>f> >
Paarthurnax actually becomes hostile, and you can't kill
him now.
0 OBJECTIVE: Talk to Paarthurnax
Watcher at the Time-Wound
Paarthurnax is happy to make your acquaintance and asks what you wish of him. When you
repeat your request to learn the Dragonrend Shout, Paarthurnax has been expecting this. After
further conversation, the great dragon says that even he does not know the Thu'um that you
seek. After another question, he asks why you want to learn the Shout. Reply with any answer
you wish, but do tell him you need to stop Alduin. Paarthurnax describes his elder brother as
"troublesome." This hermit soon asks you why he lives up here.
140
The V
sk^yrTm
QUESTS: MAIN QUEST: ACT 2
l
Your answers won't be correct, so he tells you he meditates at this spot, as it was where Alduin was defeated by the ancient
Tongues. But even the Dragonrend Shout wasn't enough; they had to employ the Kel — or Elder Scroll— to create a Tiid-Ahraan,
or Time-Wound, and cast him adrift on the currents of Time. If you ask, he explains what an Elder Scroll is and reveals he has
been waiting: For thousands of years, until Alduin began to emerge from Time. This is important to your cause. If you found
an Elder Scroll at this exact location, you might be able to cast yourself back to the other end of the time break— and learn
Dragonrend from those who created it!
Quest Conclusion
You're left with one overwhelming question...
Postquest Activities
...which is answered during Main Quest: Elder Knowledge!
EIDER KNOWLEDGE KtPSte.
PREREQUISITES: Complete Main Quest: The Throat of the World
INTERSECTING QUESTS: Main Quest: The Throat of the World, Main Quest: Alduin's Bane, Main Quest: Paarthurnax,
Daedric Quest: Discerning the Transmundane, Other Faction Quests (The Greybeards Quests): Word Wall Revelations* Other
Faction Quests (The Greybeards Quests): Meditations on Words of Power*, College of Winterhold Quest: First Lessons
LOCATIONS: Alftand, Alftand Animonculory, Alftand Cathedral, Alftand Glacial Ruins, Alftand Ruined Tower , Blackreach, College of Winterhold, Hall of the
Elements, The Arcanaeum, High Hrothgar , High Hrothgar Courtyard, Septimus Signus's Outpost, Sky Haven Temple, Throat of the World, Tower of Mzark,
Oculory
CHARACTERS: Esbern, Faralda, Master Arngeir, Paarthurnax, Septimus Signus, Urag gro-Shub
ENEMIES: Dwarven Centurion, Dwarven Sphere, Dwarven Spider, Falmer, Frostbite Spider, Horker, Ice Wolf, J'darr, Skeever, Wolf
0 OBJECTIVES: Learn the location of the Elder Scroll, (Optional) Talk to Esbern, OR (Optional) Talk to Arngeir, Objective: Recover the Elder Scroll
m
• MINOR SPOILERS
<|0 NOTE * Quest names marked with this symbol do not appear in your Quest Menu list, although objectives may.
[$> Higher Learning
0 OBJECTIVE: Learn the location of the Elder Scroll
♦ TARGET: College of Winterhold
0 OBJECTIVE: (Optional) Talk to Esbern
♦ TARGET: Esbern, at the Sky Haven Temple
0 OBJECTIVE: OR (Optional) Talk to Arngeir
♦ TARGET: Master Arngeir, at High Hrothgar
Finish your conversation with Paarthurnax by asking him to impart all the information about
the Elder Scroll that he can. According to him, when you return with the Scroll, you shall meet
Hakon, Gormlaith, and Felldir — the first mortals to whomj’aarthurnax taught the Thu'um and
who led the rebellion against Alduin. Complete your talk with Paarthurnax, and then leave to
locate the Elder Scroll, if you haven't found it yet. There are two optional clues that point you in
the correct direction.
NOTE Do you already have the Elder Scroll in your possession? This
is possible, if you've completed Qaedric Quest: Discerning the
Transmundane. If so, you can skip this quest and begin Main Quest: Alduin's Bane.
NOTE Remember that, you con still return to him to meditate on Words
of Power Consult Other Factions Quests (The Greybeards Quests):
Mediations on Words of Power for more details. This quest becomes available
once you complete Main Quest: The Horn of Jurgen Windcaller.
Talking to Esbern: To learn more about your Elder Scroll search, you may wish to return to the
Sky Haven Temple. Esbern is usually standing outside, atop the mountain the temple is dug
into, gazing over the Reach. Approach the temple pavilion and speak to him. He recommends
you visit the College of Winterhold. Your map updates.
Talking to Arngeir: To learn more about your Elder Scroll search, you can visit High Hrothgar
and speak with Master Arngeir. The Greybeards do not concern themselves with the Scrolls, but
such blasphemies have always been the stock-in-trade of the mages of Winterhold. He suggests
you try their College. Your map updates.
MOTE At this point, you can speak to Arngeir and learn the locations of
additional Words of Power. Consult Other Factions Quests (The
Greybeards Quests): Word Well Revelations for more details.
£> Insane Ruminations
Begin your journey to the city
of Winterhold. The College is
linked to it by a bridge. At the
bridge's near end, a High Elf
wizard guards the entrance.
She stops you, warning that
it's not safe to cross the bridge
and that you will be denied
entrance to the city. She will
become hostile if you take a swing at her. Although she has some complaints about the College,
which you can ask her about, you really just want to enter the College. Ask if this is possible,
and she asks why. Choose the answer that best suits your demeanor. She requires that you
take a test to show you're at least competent in the use of magic. You can:
Walk right in without dealing with Faralda, if you're already a member of the College of
Winterhold and started that line of Side Quests.
(Persuade) Tell her that you both know you'll be successful.
Agree to take the test. When the test begins, Faralda requests you aim a spell at the seal on
the ground near to her.
Ask if she would grant entry to the Dragonborn. Faralda asks if you really have the Voice.
Show her any Shout you have.
Spell Casting: Bring up your Magic menu and choose the spell Faralda has requested. She can
choose Firebolt, Magelight, Fury, Conjure Flame Atronach, or Healing Hands, depending on your
available spells and knowledge of particular magic styles. Aim at the seal and cast the spell.
After a successful casting, Faralda tells you to find Mirabelle Ervine inside the College.
Dragon Shouting: Bring up your Shout inventory, choose any Shout (a good choice is Fire
Breath), aim it at the seal, and bellow. After you strike the seal, Faralda tells you that there is
much you both can learn from each other and that you'd be a superb addition to the College.
TRANING
THE INVENTORY
THE THROAT OF THE WORLD ELDER KNOWLEDGE
THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX
You can now ask Faralda more questions about Mirabelle and the College, or even receive
training in the arts of Destruction Magic. College of Winterhold Quest: First Lessons is now
active, and you are told to report to Mirabelle Ervine. However, this objective is not required or
part of the Main Quest. Cross the bridge, enter the College's exterior courtyard, open the grand
doors, and enter the Hall of the Elements. Immediately make a right (east) turn and enter the
Arcanaeum.
Be extra mely careful where you wave your fin gars ! Don 't CAUTIO N
aim (accidentally or otherwise] at Faralda or choose a spell
(or Shout) that has a lorge area of effect. If you cast a wider flame-based
attack, you risk setting Faraldo on fire, effectively ending your tryout as an
apprentice mage!
<<&> TIP Do you went to mingle with other mages? Then consult the College
of Winterhold Quests for further information on the denizens of this
epicenter of magic in Skyrim. This is also a great time to start their quests, if you
haven't done so already.
Asking Septimus about the Elder Scrolls results in a torrent of knowledge. Ask where the
Scroll is, and after receiving moderately useless information, ask once more (either pleasantly
or with a more threatening tone). Septimus agrees to tell you, but in return, you must venture
into Blackreach, a strange underground Dwemer city that lies below Alftand.
Ask about getting into Blackreach. Septimus keeps up his riddle-based prattling and hands
you two items: The first is an odd-edged lexicon, used by the Dwemer for inscribing. The second
is an Attunement Sphere, which apparently "sings" when you near an important Dwemer door.
Once these are in your grasp, your Main Quest updates. Stay and speak further with Septimus if
your sanity can stand it.
> Attunement Sphere > Blank Lexicon
0 DAEDRIC QUEST OBJECTIVE: Transcribe the Lexicon
♦ TARGET: Tower of Mzark
0 OBJECTIVE: Recover the Elder Scroll
♦ TARGET: Tower of Mzark
Urag gro-Shub locates and places two tomes on the nearby desk: Effects of the Elder
Scrolls and Ruminations on the Elder Scrolls. After reading both books (which you may keep
or leave on the desk), you find that the Ruminations tome is the work of a madman. Daedric
Quest: Discerning the Transmundane now begins.
> Effects of the Elder Scrolls > Ruminations on the Elder Scrolls
($> Trek to the Tower
\<Bp TIP You must have the Attunement Sphere on your person in order
to continue; otherwise, you cannot access the route necessary to
reach the Elder Scroll. The following location is one of a few entrances to a
giant underground city called Blackreach. This is the optimal path, but there are
others. Consult the Atlas to see all the ways to enter this subterranean citadel
and the Tower of Mzark.
Look for the Ore Mage named
Urag gro-Shub, who runs the
Arcanaeum. Although you can
ask to assist him in College
business (which allows you
to accomplish several College-
related tasks unrelated to this
quest) and can ask about the
Arcanaeum library, you're here
to ask him about the Elder Scroll. Urag isn't too happy with you offhandedly asking about such
a powerful artifact. You may listen to an overview of the Scrolls before asking if there's an Elder
Scroll you could use. Urag laughs at this question; he wouldn't show the likes of you, even if he
obtained one. Ask if he at least has any information on them. He agrees to locate a couple of
arcane tomes that may have some clues. But mostly they contain lies leavened with rumors.
and you may encounter wolves
and Ice Wolves.
Septimus Signus's
Outpost is cut into one of the
hill-sized icebergs, close to a
moored rowing boat. Climb
down the ladder and the slope
to reach a lone mage in a
chamber of ice. He appears to
be guarding some kind of Dwemer box about the size of a house.
0 DAEDRIC QUEST OBJECTIVE: Ask Urag about the insane book
Return to Urag and let him know that the Ruminations book is incomprehensible. He doesn't
seem surprised; after all, this book was the work of Septimus Signus. Although Signus is the
world's master of the nature of Elder Scrolls, Urag tells you he's "been gone for a long while."
You suspect he means both mentally and physically. He currently resides north of the College in
the treacherous Ice Fields.
0 DAEDRIC QUEST OBJECTIVE: Find Septimus Signus
♦ TARGET: Septimus Signus's Outpost
£> The Hermit of Hermaeus Mora
The giant chunks of ice floating
off the Northern Coast are
your next destination. Exit
the College and run down to
the frigid coastal waters. Hop
across any floating ice that
you can, navigating your way
north. Expect to slice into a
few Horkers along the way,
Ike finder j&crcjls V
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Alftand is located on the
glacial mountains southwest
of Winterhold. Your trek there
is usually interrupted by wild
animal attacks. The exterior
of Alftand is a series of dotted
structures, both Dwarven and
Nordic in nature. Below the
glaciers is the Alftand Ruined
Tower, which offers a dangerous route to the glacier's top. A much better way is to stay outside
to reach the two windswept huts, an inaccessible Dwarven tower, and a precarious platform
that winds down and around the rooftops, on the side of the glacier. Head down the planked
bridges until you reach the entrance to the Alftand Glacial Ruins. This is the way to go.
Wind through the glacial
tunnels that have been mined
out and left in a real mess,
with debris and cooking
equipment strewn about,
and the signs of fighting
everywhere you look. Follow
the tunnel down until you
reach the beginnings of
the Dwarven architecture, a stone tunnel that ends in a connecting room with a stone table,
and a large barred doorway to the north. This can only be unlocked from the other side.
H?
QUESTS: MAIN QUEST: ACT 2
On the nearby table you'll find Research Notes. Whoever wrote it thought he saw a strange
human figure on the other side of the barred doorway.
> Research Notes
Atthis point, the passage west heads up a ramp and down the other side, into another glacial
intrusion. Watch for attacks from a Dwarven Spider as you go. A Skooma-addled Khajiit is
shouting about being trapped here and attacks if he sees you. Drop him, and continue down
into the start of the main Dwarven ruins. The ceilings tower above you as you reach a cog and
piston room with a raised center and two Dwarven Spheres appearing from their wall holes to
attack. Continue north to a vent chamber with a locked gate (Novice) leading to a few scraps of
treasure. Head through the gold door and up to a Dwarven Spider-infested passage stretching
south. This leads to a locked (Apprentice) gold door with items to steal behind it, and a main
path around to the east, which brings you back into the cog and piston room. This time, you're
above the raised center. Navigate the pistons (jump over them, or you risk being pushed off by
them) in a counterclockwise route to the short corridor and door to the Alftand Animonculory.
<x|£ TIP There are many trinkets of Dwemer origin to pick up (and sell once
you leave). Among the vendors across Skyrim, a wizard named
Calcelmo in Markarth's Understone Keep is most interested in these items and
gives a good price, although you can sell them to any merchant or vendor who
wints them.
Move through the green-tinged
corridor to an opening on your
left (east). This leads to a large
pipeworks corridor. Avoid two
Dwarven Spheres by staying
on the low ground, and head
through the gap in the gold
fencing to the left of the stone
steps. Otherwise, head up
the steps, over the pipes, and up the ramp with the central slit. Walk on the slit so you don't
trigger a blade trap by stepping on the pressure plates. At the barred doorway, use the lever on
your right to lower the bars. The lever behind the bars raises them, which isn't necessary unless
you're being pursued and want to halt your attackers. Step out into the grand Animonculory
shaft— a long vertical drop you need to descend without falling. Remove any Dwarven Spider
threats, and head down the sloping stone walkway to an arched entrance platform. The gold
door here (Apprentice) just leads to a dead end and more treasure.
Peer over the edge of the
stone platform facing into the
shaft. The walkway below has
crumbled, forcing you to drop
onto the jutting gold pipe and
then the rubble platform. There
is a walkway to the west,
heading up to a precarious
ledge, a Dwarven Spider
battle, and a piston that can push you over the edge. The way forward and downward is to the
northeast. Look for the lantern and falling water, as the sloping walkway is hidden.
As you descend, something horrific shuffles out of the shadows: an eyeless figure, thought
to be myth. These are Falmer, the degenerate remnants of the original Elven inhabitants of
Skyrim ! Dispatch four of them as you follow the winding platform down. T ake care not to lose
your footing and fall to your death. Next, face the jet of fire blasting the entrance to a gold
door. Dart through or around, and enter a Falmer nest.
Falmer appear from their huts, forcing you to fight or sneak by. Follow the passage down
to a second set of Falmer in a boiler chamber. Watch for those rattling, hanging bones if you're
sneaking, as these startle the Falmer into finding you. Head down the steps, watching for
Skeever attacks, and look for a gold door on the southeast wall. This is the way onward, but
you may wish to turn to the northwest, open a gate, and enter an ancient Dwarven Elevator.
Pull the lever and you ascend to the Alftand Glacial Ruins.
Step around the rubble and to the barred doorway where you found the Research Notes.
Pull a wall lever here, so the bars retract. This allows you to easily navigate up and down the
Animonculory if you explore here in the future. For now, use the elevator to head back down,
and open the gold door in the southeast wall. This leads down the sloping walkway to the
shaft's bottom, where you encounter another Falmer attack and face a Frostbite Spider. From
here, you have only one set of corridor steps and a claw trap (move around the trip wire)
before you enter the Alftand Cathedral.
Battle a Falmer and navigate
some floor trigger plates to
reach a gold door that leads
out into the main cathedral
chamber— a massive echoing
cavern with a central structure
and a doorway barred with
spears. Check the area for
Falmer and the steps to your
left (south) before heading to a gold lever above the entrance from which you came. This
raises the spears, enabling you to enter the cathedral platform, where a giant steam-powered
mechanical monster roars into life. This Dwarven Centurion is a frightening form, but you should
defeat it, as it carries a handy key.
> Key to Alftand Lift
Climb to the gate (southwest)
at the platform's top, open
it, and then listen to the
arguments of two thieves, Sulla
and Umana. You must slay
them, as there's no reasoning
with them. Now open the gate
beyond the strange Dwarven
Mechanism. This leads up to
the top of the Alftand glacier, and a tower you couldn't access when you first reached here.
Open the gate from the inside using the wall lever (so you can access the cathedral directly
from the surface during future adventures); then travel back down to the cathedral. Approach
the Dwarven Mechanism now, and insert the Attunement Sphere Septimus gave you. The floor
parts, revealing stairs down to a hidden gold door and an entrance into the mysterious undercity
of Blackreach.
NOTE Take a moment to adjust to the vastness of this cavern. Aside
from firing a Dwarven crossbow using an adjacent lever and
investigating the small stone building to the southwest (Sinderion's Field
Laboratory, where you can start collecting Crimson Nimroot and begin Side
Quest: A Return to Your Roots), there is a sprawling area to adventure through.
Consult the Atlas for information on the entire area; this walkthrough points you
directly to the exit necessary to reach the Elder Scroll.
Exiting Blackreach using the
appropriate Dwarven Elevator
involves a romp west. First,
though, you may wish to
head southeast, to a golden
button encased on a Dwarven ♦
head pedestal. Press it, and
the elevator behind lights up,
allowing you to ascend and
exit back outside. Open the gate, allowing you to enter from the Great Lift of Alftand (a new
tower entrance northeast of Nightgate Inn). Return to Blackreach and find the cobblestone
path heading roughly west. Follow it past ancient structures and towering luminescent fungi.
Continue with a giant lake and cascading waterfalls to your left (south), heading over a stone
bridge. Go west and turn left (south) to reach a colossal elevator that allows you to ascend into
the Tower of Mzark, your destination.
<£) ELDER KNOWLEDGE
TRANiNG THE INVENTORY THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX
3> Oculory Operation
Venture along a corridor with a burst steam pipe and small
camping area, and through gold doors into a gigantic, circular
Aedrome chamber. The chamber is dominated by a huge sphere.
This appears to be some kind of massive Oculory, with a variety
of focusing lenses and other golden machinery attached. Head
to the cluster of controls on the platform above the Oculory.
The controls are comprised of five cylindrical devices: a Lexicon
Receptacle and four positioning buttons embedded in pedestals.
There is a certain way to use these devices to produce something
hidden in one of the lenses.
Quest Conclusion
Drop down from the balcony controls and approach the
open lens crystal. Take the Elder Scroll from its elaborate
compartment. Then exit using the door under the Lexicon
Receptacle. This leads to one final Dwarven Elevator, which
allows you to open the gate from the Tower of Mzark, step
out into the exterior, and add another possible entrance to
Blackreach, if you decide to return.
> Elder Scroll
Puzzle solution: Activate the Lexicon Receptacle, so the Blank Lexicon rests on top of it. The two pedestals to the
Receptacle's right— the only ones currently active— open and close the Oculory lenses. Press the taller of the two pedestals
(right of the middle one with the lens chart on it) three or four times, until the pedestal with the blue button to the left of the
middle one starts to glow. Move to this new pedestal (at this point, the Blank Lexicon may be glowing blue). The two pedestals
to the left of the Receptacle— the taller of which is now active— control the ceiling lens array. Press the button of the taller, left
pedestal twice, until the button on the far left, smaller pedestal begins to glow. Now press that button, and a large set of lens
crystals descends from the ceiling and stops. The main crystal rotates and splits apart to reveal a tubelike carrying device.
Postquest Activities
As soon as you take the Elder Scroll, Main Quest: Alduin's
Bane begins. In addition, you are able to return to the giant
underground city of Blackreach and can continue Daedric
Quest: Discerning the Transmundane from this point on.
Consult that quest for further information.
Quests (The Greybeards Quests): Meditations on Words of Power*, Other Faction Quests (The Greybeards Quests): Words of
Power*, College of Winterhold Quest: First Lessons
LOCATIONS: Throat of the World, Tower of Mzark, Oculory
CHARACTERS: Felldir, Gormlaith, Hakon, Paarthurnax
ENEMIES: Alduin
0 OBJECTIVES: Read the Elder Scroll at the Time-Wound , Learn the Dragonrend Shout from the Nord heroes, Defeat Alduin
NOTE * Quest names marked with this symbol do not appear in your Quest Menu list, although objectives may.
A Blast from the Past
Once you've taken the Elder
Scroll from the Oculory inside
the Tower of Mzark, simply
return to the Dwarven Elevator
and head outside. Once you're
back on Skyrim's surface, you
can travel (by your preferred
means) to the Throat of the
World, where Paarthurmax is
perched on his rock, watching you intently. Move near the Time-Wound, which glows brighter as
you advance upon it, and read the Elder Scroll from your inventory.
Tr.e €T.der -Scrolls V
sl< yrTm
0 OBJECTIVE: Learn the Dragonrend Shout from the Nord heroes
♦ TARGET: Hakon, Gormlaith, and Felldir, through the Elder Scroll
Your vision pitches back into
the past, thousands of years
ago, when the Nord heroes
of old first fought Alduin and
his dragon brethren. But
Gormlaith, Hakon, and Felldir
are seen as if you could reach
out and touch them. You
cannot move while watching
this memory play out. You watch as Gormlaith and Hakon deliver a series of killing blows to a
dragon, with Hakon worrying that Alduin may not appear and fall into the trap they have set for
him. Felldir has seen none of his kin stand against Alduin, not Galthor, Sorri, or Birkir. Gormlaith
replies that they did not have Dragonrend. But as Alduin cannot be slain like a lesser dragon,
Felldir has brought something to even the odds— an Elder Scroll!
The giant black dragon soon descends on the trio of Nord warriors. As planned, the three
heroes bellow out Joor ("Mortal"), Zah ("Finite"), Frul ("Temporary")! At the same moment
in present time, you absorb the knowledge of this Shout yourself. Alduin is confused, and sees
fear for the first time. While Gormlaith is torn and tossed about by an enraged Alduin, Hakon
yells to Felldir to use the Elder Scroll. After Felldir yells the incantation, Alduin is consumed by a
massive ball of energy, sucked into the Elder Scroll, and is banished from the world of Skyrim...
of the past. But what of the present?
144
QUESTS: MAIN QUEST: ACT 2
> Word of Power: Mortal, Dragonrend
> Word of Power: Finite, Dragonrend
> Word of Power: Temporary, Dragonrend
0 OBJECTIVE: Defeat Alduin
♦ TARGET: Alduin, Throat of the World
[ 3 > Rending the World-Eater Asunder
Something black and jagged
arcs through the blizzard.
Alduin has seen your attempts
at reading the Elder Scroll but
arrives too late to prevent
you from learning the Shout
that may be his downfall.
Paarthurnax attempts to
intercept Alduin's attack but is
cut down and lands heavily near you. He tells you to use the Dragonrend Shout if you can.
Dragon Slaying: Immediately select Dragonrend from the Shouts, and target the Thu'um
directly at Alduin as he flies down to a hover, swoops past, or lands.
Try to lengthen the attack of the Shout (by holding down the Shout button). When he
lands heavily, utilize your favored attack (which can be a second or third Shout as well as your
magic and ranged or melee weapons).
If Alduin takes to the skies, use Dragonrend again; it is the only guaranteed way of
dropping him back down to earth.
is. '
Warning! Alduin is completely invincible except when he's CAUTION G&>
affected by Dragonrend!
Continue combat, which is the most difficult that you've likely faced, and make use of any
Health, Magicka, or Stamina potions thatyou've acquired for this battle.
Quest Conclusion
The battle ends only after you've depleted Alduin's health, or he's savaged you to death; there
is no respite. Kill or be killed!
Postquest Activities
Once you've dealt a final blow to Alduin, Main Quest: The Fallen begins.
<# MAIN QUEST: ACT III
THE FALLEN
PREREQUISITES: Complete Main Quest: Alduin's Bane
INTERSECTING QUESTS: Main Quest: The Fallen, Main Quest: Paarthurnax, Other Faction Quests (The Greybeards Quests): Word Wall Revelations*, Other
Faction Quests (The Greybeards Quests): Meditations on Words of Power*
LOCATIONS: Whiterun, Dragonsreach
CHARACTERS: Esbern, General Tullius, Jarl Balgruuf the Greater, Jarl Vignar the Revered, Master Arngeir, Paarthurnax, Ulfric Stormdoak
ENEMIES: Alduin, Odahviing
0 OBJECTIVES: Talk to Paarthurnax, OR Talk to Arngeir, OR Talk to Esbern, Talk to the Jarl of Whiterun, Learn Shout to call Odahviing, Prepare trap for
Odahviing, Call Odahviing to Dragonsreach, Defeat and trap Odahviing, Interrogate Odahviing
NOTE * Queit names marked with this symbol do not appear in your Quest Menu list, although objectives may.
Part 1: Expert Mediation
0 OBJECTIVE: Talk to Paarthurnax
♦ TARGET: Throat of the World
0 OBJECTIVE: OR Talk to Arngeir
♦ TARGET: High Hrothgar
0 OBJECTIVE: OR Talk to Esbern
♦ TARGET: Sky Haven Temple
Alduin collapses to the
ground after you deal him a
particularly impressive blow.
But the arch-dragon isn't some
common serpent; he is firstborn
of Akatosh! He cannot be slain
here, even by you. He takes
to the skies, and even your
Dragonrend cannot stop him.
He seems weakened; he's down but not out. Now you must seek the guidance of your chosen
ally. You have three to choose from:
1 . Paarthurnax
If you are favoring the kinship of the Greybeards over the Blades, you
may seek council with Paarthurnax. Mention that you need to find out
where Alduin went, and the dragon ponders this. Perhaps an ally of
his could be convinced to betray him. Paarthurnax mentions that the
palace in Whiterun— Dragonsreach— was originally built to house a
captive dovah (dragon). It would be a fine place to trap an Alduin ally.
You mention that the Jarl might need some convincing (as the quest
updates). Then Paarthurnax tells you the story of how the place came
to be named Dragonsreach.
You may visit Master Arngeir, who heard the Dragonrend Shout from
High Hrothgar. Arngeir tells you that Alduin can travel to Sovngarde to
devour the souls of the dead, but no one knows how this is achieved.
You reply that one of his dragon allies might reveal this. But there
is one possibility: Dragonsreach, which was originally built to hold
a captive dragon. This did indeed occur in the time of Olaf One-Eye,
thousands of years ago. You might be able to trap a dragon there,
once you have the Jarl's cooperation.
2. Arngeir
TRANING THE INVENTORY
ELDER KNOWLEDGE ALDUIN'S BANE THE fftUEH f g>
THE BESTIARY ^ QUESTS ATLAS OF SKYRiM APPENDICES AND INDEX
Or you can return to Esbern at the Sky Temple pavilion outside, and
he asks what happened. He believes Alduin returned to Sovngarde to
feed on the souls of the dead, and if you don't find him soon, he'll
return stronger than ever. When you mention that his dragon allies
might know where the portal to Sovngarde is, Esbern agrees and asks
you about Dragonsreach. Apparently it was built to hold a captive
dragon, back before the Akaviri crusaders cleansed Skyrim of dragons.
You could trap a dragon there, but getting the Jarl to use his palace as
a dragon trap might be impossible.
0 OBJECTIVE: Talk to the Jarl of Whiterun
♦ TARGET: The Jarl of Whiterun, in Dragonsreach, in Whiterun
NOTE Esbern has another problem if you speak with him. He's
discovered who the Greybeards' leader really is™ a dragon
responsible for many atrocities during the ancient Dragon War. On behalf of
the Blades, he demands that Paarthurnax die far these crimes. Furthermore,
Eshern's oath as a Blade prevents him from offering you aid or comforl until this
dragon is slain.
<%) NOTE Main Quest; Paarthurnax begins officially at this point.
Consult Main Quest: Paarthurnax for further information. It can
also occur if you speak to Delphine. You must complete this quest to access help
at the Sky Haven Temple from the Blades; otherwise Delphine and Esbern will
speak but offer no assistance to you, which takes the form of the four Other
Factions Quests involving the Blades.
Return to Whiterun and visit Dragonsreach within its walls. Approach the Jarl, who is
usually sitting under Numinex's skull. Numinex is the dragon that Jarl Olaf One-Eye brought
back to Whiterun. Request that the Jarl help you, as you require a trap to snare a dragon in the
Jarl's palace. The Jarl's responses, and even the Jarl himself differs, depending on how the Civil
War is progressing:
Jarl Balgruuf the
Greater is the Jarl if the
Imperials still have this
Hold during the Civil War or
if you haven't decided to
start the Civil War.
If the Stormdoaks have
one Hold left or have been
completely wiped out, and
the Imperials (to which Jarl
Balgruuf has pledged loyalty) have emerged victorious in the Civil War, the Jarl begrudgingly
agrees to let you try out your insane dragon-trapping plan. You can skip Main Quest:
Season Unending (which occurs in the middle of this quest), and continue your plan on the
Dragonsreach balcony. Main Quest: The Fallen (Part 2) begins.
If the Stormdoaks have more than one Hold left during the Civil War, or you haven't
started any of the Civil War Quests yet, the Jarl has more pressing matters than your lunatic
schemes: Quest Conclusion Part 1 begins.
Jarl Vignar the Revered is the Jarl if you've attacked Whiterun and driven out the
forces loyal to Jarl Balgruuf and the Imperials and slaughtered those who defended
the city.
If the Imperials have one Hold left or have been completely obliterated from the Holds'
major cities, and the Stormdoaks (who have installed this newly appointed Jarl) are victorious
in the Civil War, the Jarl reluctantly agrees to let you perform your dragon-snaring act. You can
skip Main Quest: Season Unending (which occurs in the middle of this quest), and continue the
plan on the Dragonsreach balcony. Main Quest: The Fallen (Part 2) begins.
If the Imperials have more than one Hold left during the Civil War, but the Civil War is
under way and Whiterun has fallen to the Stormdoaks, the Jarl has problems with the ongoing
Civil War conflict. Quest Conclusion Part 1 begins.
AA The €flder .Scrolls V
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Quest Conclusion Part 1
The Jarl has no time (or additional men) to spare to trap a dragon. Explain that this is the
only way to find Alduin. The Jarl says he wants to help, but he requires your aid first. Ulfric
Stormcloak and General Tullius are both waiting for the Jarl to make the wrong move, and
the Jarl's enemies won't sit idly by while a dragon slaughters the Jarl's forces. The Jarl cannot
weaken the city while the threat of enemy attacks is looming. That threat would have to be
nullified, even temporarily, for the Jarl to agree to your plan. For this to happen, both sides
must agree to a truce, but the Jarl feels the bitterness runs too deep.
But all is not lost. The Greybeards might be willing to hold a peace council, and then
perhaps Ulfric and Tullius will listen. You're told to negotiate a peace deal, and so begins Main
Quest: Season Unending.
0 MAIN QUEST: Season Unending
0 OBJECTIVE: Get Greybeards' help in negotiating a truce
♦ TARGET: Master Arngeir, in High Hrothgar
£> Part 2: Epic Entanglement
0 OBJECTIVE: Learn Shout to call Odahviing
♦ TARGET: Esbern, in the Sky Haven Temple
♦ TARGET: OR Paarthurnax, at the Throat of the World
Once you have convinced the Jarl to aid you, you still need a way to lure a dragon into your
trap. You have a choice of teachers:
Esbern: who has been busy in the Sky Haven Temple library. It appears that the ancient
Blades recorded many of the names of the dragons they slew. By cross-referencing the
burial-site map that Delphine created from the Dragonstone, Esbern has identified one of
Alduin's raised dragons.
Paarthurnax: whose arcane knowledge and commanding expertise of Shouts enables him to
easily inform you of the Shout that you seek.
Because the names of dragons are always three Words of Power (Shouts), the dragon will
hear and come to you when his name is bellowed. Your teacher has the name of Od-Ah-Viing
("Winged Snow Hunter"), and you learn the Shout to call Odahviing.
> Word of Power: Snow, Call Dragon
> Word of Power: Hunter, Call Dragon
> Word of Power: Wing, Call Dragon
NOTE Delphine, if she's with Esbern, now has a bone to pick with
you. She assures you that the Blades won't be nearly as
accommodating if you don't slay Paarthurnax up at the Throat of the World.
This is another hint to start Mam Quest: Paarthurnax. Once again, rt is purely
optional. Consult that quest for more information.
0 OBJECTIVE: Prepare trap for Odahviing
♦ TARGET: Jarl of Whiterun, in Dragonsreach
mmmmsm
3. Esbern
4E
QUESTS: MAIN QUEST: ACT 3
Now that you've learned the
Call Dragon Shout, you can
try it out anywhere. Odahviing
appears in the skies, but he's
too far away to bring down
using Dragonrend. As there's no
way to capture Odahviing until
you reach Dragonsreach, return
to Whiterun and speak with the
Jarl. He is ready, so inform him you're prepared to catch a dragon. Follow the Jarl up the steps
to the side of his throne and out the doors to the northeast.
When he drops onto Dragonsreach, Odahviing advances on his wings, furious at being
forced to land. Back up (to the southwest) so Odahviing enters the giant hallway and passes
between the two huge chains attached to the giant stocks contraption. When the dragon moves
forward, the stocks slam down, trapping Odahviing!
0 OBJECTIVE: Call Odahviing to Dragonsreach
♦ TARGET: Battlements, atop Dragonsreach
You emerge on the large stone battlements, which have a dragon-sized porch area. Move to
the crenellations at the structure's northeast edge, where the Jarl tells you to call; his men are
ready. Execute the Call Dragon Shout and wait a few moments. The ominous sound of leathery
wings echoes across the tundra.
0 OBJECTIVE: Defeat and trap Odahviing
The mighty red beastsoars up and attacks the battlements. Atthis point, you must bring
Odahviing down and spring the trap:
Dragon Trapping: It is important to note that you're trapping — and not killing —
Odahviing. Attacking with ranged spells or arrows usually annoys Odahviing enough for him to
swoop and land on the battlements.
An easier plan is to yell the Dragonrend Shout at Odahviing. This hampers his flying and
makes him drop onto the battlements without having to lengthen this already-difficult battle.
Odahviing feels humiliated and
is perhaps a little impressed
by your trapping talents.
Ask where Alduin is hiding
(and then ask again), and
Odahviing reveals Alduin has
traveled toSovngardeto
regain his strength. The door
toSovngarde is located at
Skuldafn, one of his ancient fanes (temples) high in the eastern mountains. After answering
your questions, Odahviing asks to be freed. Answer that he must serve you. Odahviing initially
refuses but remembers one important detail he forgot to mention...
Quest Conclusion Part 2
It seems that Skuldafn can be entered only by flying. Odahviing offers to fly you there, but only
after you free him. This conundrum is concluded at the start of the next quest.
Postquest Activities
Once you're pondering how to reach Skuldafn and setting Odahviing free, Main Quest: The
World-Eater's Eyrie begins.
=~
nn
PAARTHURNAX
PREREQUISITES: Complete Main Quest: Alduin's Bane
INTERSECTING QUESTS: Main Quest: Alduin's Bane, Other Faction Quests (The Greybeards Quests): Word Wall Revelations* , • MIN0R SP0ILERS
Other Faction Quests (The Greybeards Quests): Meditations on Words of Power*, College of Winterhold Quest: First Lessons
LOCATIONS: Riverwood, Sleeping Giant Ian, Sky Haven Temple, Throat of the World
CHARACTERS: Delphine, Esbern, Master Arngeir
ENEMIES: Paarthurnax
0 OBJECTIVES: Kill Paarthurnax, Talk to Delphine or Esbern
-4
NOTE * Quest names marked with this symbol do not appear in your Quest Menu list, although objectives may.
| 3 > Slaying the Summit's Hermit
Q OBJECTIVE: Kill Paarthurnax
♦ TARGET: Throat of the World (mountain summit)
Your alliance with the Blades
sits uneasily upon a knife
edge. They refuse to help
you (which basically means
you cannot access their Other
Faction Quests) until you've
defeated the monster at the
Throat of the World. Reasoning
with them that Paarthurnax
has changed his ways and now embodies peace and meditation falls on deaf ears. They simply
want you to remove Paarthurnax, as they perceive him to be partly responsible for the many
deaths of their ancestral clan members.
Remember! This quest is completely optional. You will lose
standing with the Greybeards if you complete this task, so it
is time to pick a side.
CAUTION
NOTE Killing Paarthurnax does not affect the future Main Quests; you
will still be able to complete your task of killing Poarthurnax's
brother, Alduin, without any complications.
TRANSNG
THE FALLEN PAARTHURNAX
THE INVENTORY
THE BESTIARY
# QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
Return to the Throat of the World (or remain here after the end of Main Quest: Alduin's Bane)
and approach Paarthurnax. Kill him using your favorite weaponry. One method is to launch Fire
Breath (the Shout he actually taught you) into him until he starts to flinch and takes to the
skies. Then wound and bring him down to the ground with Dragonrend. Finish with your other
attacks, using a bow, magic, or melee weapons. Gather the gold and bones from Paarthurnax's
corpse, but only after absorbing his soul.
> Dragon's Soul
0 OBJECTIVE: Talk to Delphine or Esbern
♦ TARGET: Riverwood or Sky Haven Temple
Quest Conclusion
Return to Delphine or to Esbern. Depending on when you killed Paarthurnax or who gave
you this quest, expect a similar response from either of them: They are extremely happy; the
ancient evil is avenged, and the shades of many Blades salute you this day!
Return to Master Arngeir, and the greeting is slightly colder. You are lucky the Greybeards
are men of peace, as you've tested their philosophy beyond the breaking point. You've thrown
your lot in with a cabal of Akaviri barbarians. You are no longer welcome in High Hrothgar.
TIP To gain the most knowledge and help from both the Greybeards and
the Blades, complete both of the Other Factions Greybeards Quests
to your satisfaction, and then complete this quest. After that, you have limited
contact with the Greybeards but are on excellent terms with the Slades. You can
complete the four different {and some repeatable) Other Factions Blade Quests
afterward.
Postquest Activities
Your other Main Quests continue as normal. Contact with the Greybeards is now kept to a
minimum; they want nothing more to do with the likes of you. The Blades welcome you
into their fold. You may begin any of their Other Faction Quests after speaking to Esbern or
Delphine.
SEASON UNENDING
PREREQUISITES: Partial Complete Main Quest: The Fallen
INTERSECTING QUESTS: Main Quest: The Fallen, Main Quest:
Paarthurnax, Other Faction Quests (The Greybeards Quests): Word Wall
Revelations*, Other Faction Quests (The Greybeards Quests): Meditations
on Words of Power*
LOCATIONS: High Hrothgar, Solitude, Castle Dour, Whiterun, Dragonsreach,
Windhelm, Palace of the Kings
CHARACTERS: Delphine, Elenwen, Esbern, Galmar Stone-Fist, General
Tullius, Jarl Balgruuf the Greater, Jarl Elisif the Fair, Jarl Vignar the
Revered , Legate Rikke, Master Arngeir, Ulfric Stormdoak
ENEMIES: None
0 OBJECTIVES: Get Greybeards' help in negotiating a truce, Talk to
Arngeir, Talk to General Tullius, Talk to Ulfric Stormdoak, Talk to
Arngeir, Take your seat, Negotiate a truce
NOTE * Q ues t names marked with this symbol da not appear in your Quest Menu list, although objectives may
Season Unending only occurs if the Civil War still rages across Skyrim; consult the previous quest for more details. In order to convince General Tullius and Jarl
Ulfric to attend, you may need to finish your current Civil War quest. Once both have agreed to attend the council, the Civil War effectively comes to a haft, and
you cannot obtain any more Civil War Quests until you finish the Main Quest.
|*> A Modicum of Gvility
0 OBJECTIVE: Get Greybeards' help in
negotiating a truce
0 OBJECTIVE: Talk to Arngeir
♦ TARGET: Master Arngeir, in High Hrothgar
Return to High Hrothgar and seek out Master Arngeir. Initially,
he talks about the difficulties in capturing a dragon. Inform
him that you're actually here to get his help stopping the
Civil War. Arngeir reluctantly agrees to this and requests that
you journey to Ulfric Stormdoak and General Tullius, and tell
them that the Greybeards wish to speak to them. You may
approach the leader of the Stormdoaks and the Imperials in
either order.
0 OBJECTIVE: Talk to General Tullius
♦ TARGET: Castle Dour, in Solitude
0 OBJECTIVE: Talk to Ulfric Stormdoak
♦ TARGET: Palace of the Kings, in Windhelm
General Tullius: Plot a path and trek to Solitude. Enter
the walled city. Progress to the entrance to Castle Dour,
where the high-ranking Imperials command the ongoing
war efforts. Approach General Tullius. He has a different greeting
depending on how the Civil War is progressing and whose side
you've chosen, but he certainly remembers you from Helgen.
Speak to the general again if he fobs you off and tell him you
have a message from the Greybeards— they are convening a
peace council at High Hrothgar. You can attempt to persuade
Tullius, tell him that Ulfric has already agreed (if this is the case) or convince him with answers that you choose: Eventually he
agrees to the treaty.
/rfjjv Ulfric Stormdoak: Figure out a favored route and
journey to Windhelm. Step inside the walled city. Move
to the entrance to the Palace of the Kings, where the
Stormdoak chieftains plan their ongoing raids. Approach Ulfric
Stormdoak. His opinion on you differs, depending on how the
Civil War is progressing and the side you've chosen, but he can't
forget his time at Helgen. Inform him of the message from the
Greybeards, that they have requested a peace council at High
Hrothgar. You can try persuading Ulfric, letting him know Tullius
has already agreed (if this has happened), or bring him around with answers of your choosing. Finally, he agrees to the sit-down
treaty meeting.
148
&
V7
me SlderiScmiLs 7
SKYRIM
QUESTS: MAIN QUEST: ACT 3
&
0 OBJECTIVE: Talk to Arngeir
♦ TARGET: Master Arngeir, in High Hrothgar
3> War and Peace
Journey back to High Hrothgar
and locate Master Arngeir.
As you arrive, Delphine and
Esbern are having a heated
discussion with the Greybeards,
demanding to be part of the
meeting. If you've completed
Main Quest: Paarthurnax,
the conversation is slightly
different, depending on how you've dealt with the dragon. The conversation ends, Arngeir
expresses further concerns to you— especially that this place was built and dedicated to
peace— before all parties are requested to take their seats for the council.
Every time you're asked your opinion, you need to favor a faction, either the Imperials or
the Stormcloaks. Logically, you should side with the faction you are helping (or wanting to
help) in the Civil War; strongly agree with all their statements.
Or, you can favor the opposing faction. This is counterintuitive, as it will only anger your
allies and (if you're interested in the Civil War) will force you to retake any Holds you gave
away thanks to your terrible negotiations.
You can favor one faction a little or a lot. Read the answers you're about to give to
determine what are strongly or weakly favored responses.
Or, you can favor neither side if the Civil War doesn't interest you, the Civil War Quests
haven't started yet, or you wish to simply he impartial. This has no real effects on the
faction you may be leaning toward.
£> Negotiations Begin: Whose Side Are You On?
Hold Importance
First, you should understand how the Holds of Skyrim are broken down, in terms of "type," for
this meeting. The following table shows which Holds are strongholds (the base of operations for
a faction), which are major Holds (important), and which are minor Holds (less important):
0 OBJECTIVE: Take your seat
Enter the grand hall in High
Hrothgar, and take your
seat opposite the entrance.
The various members of the
factions attending this meeting
are as follows:
Legate Rikke, a
loyal and disciplined
second-in-command
and a true believer in the rightness of the Imperial cause.
Jarl Elisif the Fair, the figurehead of Solitude who defers to Tullius.
General Tullius, the leader of the Imperial forces in Skyrim. He is practical but
impatient and unimaginative.
Jarl Balgruuf the Greater, of Whiterun. A strong, noble, and valiant leader, he
attends if he still rules his city.
Elenwen, a steely, determined, and ruthless head of the Thalmor observers. She sits near
the Imperials, but her machinations are more complex.
Arngeir, Delphine, and Esbern sit in the adjacent chairs, opposite you. Their alliances are
disparate but well known to you.
©
©
Ulfric Stormcloak, the fiery and charismatic Jarl of Windhelm, is attempting to
win Skyrim's independence.
Galmar Stone-Fist is Ulfric's grizzled, hard-bitten, and fearless housecarl.
Importantly, he is also completely loyal.
Jarl Vignar of Whiterun, if the Civil War has progressed and the Stormcloaks have
Whiterun under their control.
0 OBJECTIVE: Negotiate a truce
Opening Remarks
The negotiations now begin. Due to the variations that your previous choices have already had
on this peace process, there are several variations and discussions. But it is vitally important
for your own machinations that you understand what you should be seeking to accomplish
from this:
Failure is not an option
The good news is, unless you start brandishing a weapon and slashing dignitaries, there is no
way to "fail" in this meeting. But you must tailor the agreements to your personal wishes.
Here's how this all breaks down:
Negotiation 1 : Elenwen
As soon as the negotiations begin, Ulfric raises objections about Elenwen even being involved in
this council. Tullius or Ulfric asks you whatyour thoughts are:
^ To agree with Ulfric and kick out this unwanted entity
To disagree with Ulfric and keep Elenwen in the meeting
Negotiation 2: Markarth or Riften
The next item to discuss is giving up a major Hold. If you take the Stormcloak side, General
Tullius will demand that Riften be turned over to the Empire. Otherwise, Ulfric will demand
Markarth be surrendered to the Stormcloaks. The opposing faction's reaction depends on the
state of the Civil War:
The faction that controls Markarth or Riften asks you what you think is a fair trade for the
city. Your answer is always one of two choices:
v An exchange of a major Hold the opposition has
0 An exchange of a minor Hold the opposition has
The council goes along with whatever choice you make. Bear in mind thatthe side that
controls Markarth or Riften will be unhappy if it is bargained for a minor Hold!
Negotiation 3: The Archivist Speaks
At this point, one of the factions threatens to leave the bargaining table. This is always the
faction that is most unhappy at the moment (the one you have favored the least). Esbern
restores order with an impassioned speech about the greater danger, and both sides grudgingly
agree to continue.
Negotiation 4: Concessions
It is now time for the faction that you've favored less (and thus "losing" the negotiations) to
ask for additional concessions.
PAARTHURNAX SEASON UNENDING
149
THE INVENTORY
THE BESTIARY
# QUESTS
ATLAS OF SKYRIM
APPENDICES AND INDEX
For each demand, you can choose whether to agree to the concession. This continues until
the side demanding a concession from you receives it or they run out of concessions to ask for
(which requires you to refuse all their demands).
\<|£ TIP This is an excellent opportunity to really stick it to the side you
aren't allied with! Remember that any changes you agree to (such
as a hold changing hands) from here on will affect any Civil War Quests that «re
currently active.
Quest Conclusion
The council now concludes. If you've favored the enemy over your initial allies, you will be
scolded by your allies. The quest then concludes.
Postquest Activities
At this point, Main Quest: The Fallen begins. Consult Part 2 of this quest (shown previously) for
more information.
THE WORLD-EATER'S EYRIE
PREREQUISITES: Complete Main Quest: The Fallen
INTERSECTING QUESTS: Main Quest: The Fallen, Main Quest: Sovngarde, Main Quest: Paarthurnax, Other Faction Quests (The Greybeards Quests): Word Wall
Revelations* , Other Faction Quests (The Greybeards Quests): Meditations on Words of Power*, Side Quest: Masks of the Dragon Priests*
LOCATIONS: Skuldafn, Skuldafn North Tower, Skuldafn South Tower , Skuldafn Temple, Whiterun, Dragonsreach
CHARACTERS: Jarl Balgruuf the Greater, Jarl Vignar the Revered, Odahviing ("Winged Snow Hunter"), Whiterun Guard @ minor spoilers
ENEMIES: Dragon, Draugr, Frostbite Spider, Nahkriin the Dragon Priest
0 OBJECTIVES: Set Odahviing free, Talk to Odahviing, Reach Alduin's portal to Sovngarde, Enter Sovngarde
<& NOTE * Quest names marked wilh this symbol do not appear in your Quest Menu list, although objectives may.
Eastward, to the Afterlife
0 OBJECTIVE: Set Odahviing free
♦ TARGET: Odanviing, Dragonsreach in Whiterun
Although you're right to be
suspicious, the only way to
reach Skuldafn is to agree
to free Odahviing, on the
condition that he transport you
there. You may also witness
Irileth's and Farengar Secret-
Fire's reactions and questioning
of the dragon. Then climb the
steps to the side of the hall where Odahviing is waiting. Instruct thrguard to open the trap. The
guard isn't too happy, so confirm these are your wishes. If you don't wish to wait, you may
activate the pull-chain yourself.
0 OBJECTIVE: Talk to Odahviing
When you return to the dragon, he turns and lumbers to the parapet and waits for your arrival.
Odahviing is awaiting your command. When you are ready (and fully equipped for this final
adventure), tell Odahviing you're ready to be taken to Skuldafn. You clamber aboard the
dragon and setoff for a flight across the eastern mountains.
0 OBJECTIVE: Reach Alduin's portal to Sovngarde
♦ TARGET: Exterior portal, the roof of Skuldafn Temple
Odahviing deposits you on
the edge of the Skuldafn fane
(temple) and departs; this
is as far as he can take you.
Bring up your map; you're on
the eastern side of the Velothi
Mountains, out of the Skyrim
realm. Edge through the first
of two giant stone arches and cross the bridge. You're likely to be set upon by a dragon at this
point, but it may depart the area before you can take it down (or utilize Dragonrend). Don't
overstretch yourself fighting it if it flees (or use Dragonrend if you want it to flee). After passing
through the second archway on the bridge's opposite side, there are other foes to concern
yourself with.
The first of these are Draugr
that clatter down the stone
steps as you intercept (or
sneak past) them. Continue
south, into a cracked courtyard
with temple outbuildings to
investigate. But first, the
dragon returns to try and
finish you. As with your other
dragon battles, employ the tactics already learned: down the beast with Dragonrend, and then
dispatch it with your favorite killing implements or augmentations. You absorb the Dragon Soul
after you slay the creature. There is little time to rest; another dragon attacks only moments
later. Deal with it in a similar fashion. Should you wish to flee, the only areas suitable are the
side temples, filled with Draugr. Absorb another Dragon Soul before continuing your Draugr
dispatching.
> Dragon Soul (2)
Take a moment to survey the
scenery: This sprawling fane is
comprised of a South Temple
Tower, a north temple tower,
and a main temple interior,
which is the likely location
to head to when looking
for Alduin's Portal. Before
you climb the main stone
stairs, split by a torch and a stone column, inspect the Skuldafn South Tower. Inside is a spiral
staircase and a small chamber with items to gather. A second chamber is atop the stairs and
has a chest and a few other items. Expect at least six Draugrs as you battle through this tower.
Two upper exits allow you to safely check the main temple and the courtyard from which you
just came.
The 0j.der jScroili V
S KY r7 M
saw!
150
MAIN OUESI: ACT 3
Head back down to the
courtyard. Move east up either
of the two stone staircases and
under either arch to a small
open folly with a treasure chest
at the top. Next, head north,
under another arch, before
beginning a pitched battle (or
a sneaking maneuver) against
the remains of the Nord dead. The Draugr continue to appear as you encroach up the main
stairs toward the main temple sanctum. When you're fighting up the stairs, beware of Draugr
perched atop the temple's roof, as they can strike you with ranged fire. Fight back using your
own projectile attacks, or move to the door so the rooftop foes can't aim at you.
Before entering the main temple, you can optionally turn around and head south, down
the eastern platform overlooking the ruined outer buildings you just navigated, to the entrance
of Skuldafn North Tower. This provides more Draugr for you to defeat. Take the spiral staircase
to an upper chamber and exterior balcony. The balcony leads back to an otherwise-inaccessible
interior corridor with a treasure chest to raid. After you emerge back on the eastern platform,
investigate the exterior steps to the southwest, which leads to an altar and a battle with a
particularly powerful Draugr. Open the treasure chest on the altar, then use the aqueduct bridge
and head north. Finally you reach and open the door to Skuldafn Temple.
Prelude to the Maelstrom
You are greeted by ancient
Nordic architecture and a
central ceremonial buttress
with an embalming table to
your right. Venture down either
corridor (the right has a chest
to open, while the left as a
floor trigger and a dart trap).
Engage the Draugr guarding
the connecting passages ahead of you, surrounding a second embalming table. Ascend either
set of steps to an upper chamber, where the vertical Draugr coffin lids fly open, and out spills
more emaciated bags of bones for you to thwart. After eliminating the Draugr, you'll notice the
two archways ahead are blocked by portcullises. Investigate the pillars and lever to continue
your progress.
Puzzle Solution Part 1 : A lever raises the portcullises, but it is currently not attached to
the mechanism. In the upper chamber, there are three pilltfs with carved animal petroglyphs on
them. Investigate the two outer pillars first. On the outside of the ceremonial arch structure they
are sitting under is a second carving, which is resting in the mouth of a stone head. Move the
pillar on the western side so the Whale glyph is facing the chamber's western side (in the same
direction as the carving above the pillar). Move the pillar on the eastern side so the Snake
glyph is facing the chamber's eastern side. The mechanism is now attached.
Puzzle Solution Part 2: Before you move the middle pillar, peer at the two portcullises.
Above each is a stone head, and in the mouth of each head is another glyph, partially obscured
by the stone crossbeam. The left (northwest) mouth has a Snake. The right (northeast) has a
Hawk. Now rotate the middle pillar so the Snake or the Hawk faces the lever pedestal. Then
pull the lever, and the portcullis corresponding to the Snake or Hawk opens. You can have only
one portcullis open at a time.
Take the steps through the left portcullis up to a hallway (as the right one leads to a blocked
area and small chest), and drop to the altar and embalming table below. Fight through cobwebs
and Frostbite Spiders, and climb some stairs (some cobwebbed alcoves reveal a hidden chest
or some egg sacs). Locate an iron double door leading to a second puzzle chamber. Clear
the chamber of Draugr and ransack any treasure chests before you concentrate on the animal
petroglyphs.
Puzzle Solution: Begin on the ground floor. Head east, and walk around the room until
you spot a carved head with a Snake petroglyph in its mouth. Return to the pillar facing the
double doors you entered, and turn it so the Snake faces the doors (west). Ascend to the bridge
area above. Locate the second carved head with a Hawk in its mouth. Match that so the Hawk
is facing the same direction (outward or to the north) in the alcove underneath this head.
Turn around (to the north), and match the Whale on the pedestal in the opposite alcove, with
the final head above it. Then pull the lever on the pedestal. This lowers the bridge, allowing you
to exit.
* 3
and an oil lamp that falls onto flammable oil. Gather any items before climbing the steps,
bring down more Draugr in the connecting chamber with the blocked portcullis exit, and then
enter the antechamber with a chest and a lever pedestal to raise the portcullis. Now follow
the wide ceremonial corridor up, watching for oil-lamp traps. Continue toward a Nordic Puzzle
Door, guarded by a high-ranking Draugr. Fight this fiend until he collapses; his corpse holds the
Diamond Claw, the key to exiting this place.
> Diamond Claw
Puzzle Solution: Approach the Nordic Puzzle Door, but first inspect the palm of the
Diamond Claw you just picked up. The three symbols etched into the palm are Wolf, Moth, and
Dragon. These correspond to the animal symbols on the door's outer, middle, and inner rings,
respectively.
The door rumbles down, allowing you to step into a huge main crypt. The place is silent
compared to the Draugr infestations you've beaten back previously. Approach the Word Wall at
the crypt's far end and absorb another— and extremely potent— Word of Power. Then depart
the temple interior, optionally checking an embalming chamber to the side, before opening the
double wooden doors to the temple exterior.
> Word of Power: Storm Call
Follow the corridor around
to another embalming room
with steps up to a gallery
and a bridge to cross into
the next chamber. Demolish
Draugr along the way. Beware
of the spiral steps; there's a
pressure plate directly in front
of you that releases darts
You appear on the roof of the temple you've just navigated. Deliver some killing blows to any
remaining Draugr you failed to cull while on the lower ground. Although there's some side
battlements to investigate, there's little to find. Instead, locate the stone steps and the jet of
molten fire roaring into the skies.
0 OBJECTIVE: Enter Sovngarde
Two large dragons flank you, sitting atop carved columns to your left and right. In the
courtyard's center are steps where a Dragon Priest is attempting to close the portal using dragon
tongue incantations. The priest's name is Nahkriin, and he carries a staff that opens the maw
he's just closed (although it is possible to kill him before this chant is completed). Engage
Nahkriin in battle, but beware of his electrical prowess; use the arches and stairs as cover if
you need to, and watch for the dragons that intermittently swoop in to attack. Fight back with
Dragonrend, and slay each dragon before turning your attention to the priest. Fight him until
all that remains is a pile of dust. Aside from some sizable gold, you receive Nahkriin's Mask
(useful for Side Quest: Masks of the Dragon Priests*) and the Dragon Priest Staff.
> Dragon Soul (2) > Dragon Priest Staff > Nahkriin
SEASON UNENDING THE WORLD-EATER'S EYRIE
QUESTS
1 SI
THE INVENTORY
THE BESTIARY
ATLAS OF SKYRIM
APPENDICES AND INDEX
Quest Conclusion
Ascend the ceremonial steps. Activate the Dragon Seal at the top of the steps, and you jam the staffs shaft into the seal's center. A
great gout of fire blasts forth from a whirling vortex— a gateway to the Aetherius realm, where Alduin cheats death and feeds off
the souls of heroes past. Step down into the light and into Sovngarde!
Postquest Activities
After you step into this writhing gateway, Main Quest: Sovngarde begins. Before you enter, know that you can never explore
Skuldafn again. If there are items you wish to collect, do so before entering the gateway.
PREREQUISITES: Complete Main Quest: The World-Eater's Eyrie
INTERSECTING QUESTS: Main Quest: The World-Eater's Eyrie, Main Quest: Dragonslayer # MAJ0R SP0llERS
LOCATIONS: Sovngarde, Hall of Valor, Shadowed Vale, Whalebone Bridge
CHARACTERS: Erlendr the Quick, Felldir, Gormlaith Golden-Hilt, Hakon, Hunroor the Agile, Jurgen Windcaller ("The Calm") , Olaf One-Eye, Stormdoak Soldier,
Tsun, Ulfgar the Unending, Ysgramor, and many others.
ENEMIES: Alduin
0 OBJECTIVES: Find out how to defeat Alduin, Gain admittance to the Hall of Valor, Talk to the heroes of Sovngarde
Terror in the Shadowed Vale
0 OBJECTIVE: Find out how to defeat Alduin
♦ TARGET: Lost soul, in the Shadowed Vale
You have crossed the threshold
of the living and entered
the afterlife, the realm of
Aetherius. Alduin's presence
is powerful here; indeed, you
can see the dragon in the
distance, below the red glow
of the eternal sunset. Follow
the pathway down (north),
passing between the mammoth tusks and the monolithic cowled statues and into the valley of
mists— the Shadowed Vale.
The mists— created by
Alduin — begin to thicken,
impeding your path and vision.
Use the Clear Skies Shout to
clear the fog back for a few
moments. Look at the winding
path through the misty valley,
which is interspersed with runic
stones and blue torchlight that
indicates the main route to take. Soon you make out a figure, a Stormcloak Soldier, lost and
terrified. He pleads with you to turn back. The fellow splutters out a riddle: "vain is all courage
against the peril that guards the way." You surmise he's talking about Alduin.
He tells the tale of his own demise but is even more terrified of Alduin, whose hunger is
insatiable. The dragon hunts the lost souls snared within this shadowed valley, feasts upon them
to regain his power, and returns to Tamriel. The soldier pleads with you to take him to Shor's
Hall, where the heroes of old await their eternity in safety from Alduin's hunt. Answer him in
any way you wish. Perhaps you might seek some help inside this Hall of Valor?
0 OBJECTIVE: Gain admittance to the Hall of Valor
♦ TARGET: Tsun, in Sovngarde
Execute the Clear Skies Shout once more to spot the Hall of Valor silhouetted against the
gloomy skies in the distance to the north. Venture farther into the valley, and the path splits,
continuing around both sides of a central rock outcrop. You can climb the steps cut into the
outcrop. Watch Alduin as he swoops about in the middle distance, plucking souls lost in the fog
and devouring them. Atop this central outcrop, above the fog, you can also view the entrance to
the Hall of Valor, a gigantic whale skeleton that spans a bottomless chasm void.
Seeking Valor
Return to the path below.
No matter which path to the
whalebone bridge that you
take, expect to encounter
two or three lost souls caught
forever in the fog. Expect both
Stormcloaks and Imperials
here, along with those you
may have dispatched during
your adventure. Along the left-hand path, you can also meet High King Torygg, whose death at
the hands of Ulfric Stormcloak plunged Skyrim into civil war. All fear the World-Eater. Emerge
from Shadowed Vale and approach the steps leading to the whalebone bridge, where a mighty
figure stands before you.
Approach Tsun. If you've
studied your Tamriel history,
you'll know he is a hero of
ancient times, the brother of
Stendarr, shield-thane to Shor,
and a warrior of supreme
quality. To Nords, he is revered
as the greatest warrior who
ever lived. As you approach, he
asks what brings you to Sovngarde. You can:
Ignore him and attempt to cross the bridge without his permission. It takes but a moment
for Tsun to catch you in this maneuver, and lightning is summoned from the skies. It strikes
you repeatedly, forcing you to stop, die, or leap from the bridge and to your death.
Speak to Tsun. When you ask, he tells you that he judges those fit to join the fellowship of
honor inside the Hall of Valor. After further posturing, inform Tsun that you seek to enter the
Hall and that you have a right of birth; you are Dragonborn.
The ^iderjScrcils V
S KY Rl M
152
QUESTS; MAIN QUEST; ACT 3
Tsun greets you with a series of verses. This warrior poetry is filled with illuminating,
rugged beauty. You receive a separate response if you've achieved any (or all) of the following:
0 Become the leader of the Companions.
0 Become the head of the College of Winterhold.
0 Achieved the status as the head of the Dark Brotherhood.
0 Achieved the status as the leader of the Thieves Guild.
Tsun agrees to let you into the Hall, but only after you pass the warrior's test. Tsun
unsheathes his two-handed battle-ax and advances upon you!
This battle need not be difficult. You may utilize any of the Shouts that you've learned
that damage foes in combat (Fire Breath is a good choice). Back these ranged attacks with
your favored offensive weaponry. Once you wound Tsun enough, he halts the attack, judges
that you fought well, and steps aside, allowing you to cross the Whalebone Bridge. Don't fall
off the bridge as you cross!
0 OBJECTIVE: Talk to the heroes of Sovngarde
♦ TARGETS: Gormlaith Golden-Hilt, Felldir, and Hakon, in the Hall of Valor
The giant doors to the Hall of
Valor appear before you. Push
one open and enter the grand
hall. Heroes from Tamriel's
recent and distant past walk
this Hall, which is dominated
by mead and meat: A banquet,
including a huge spit-roast is
underway, and Shor's subjects
make merry, awaiting his summons to the last battle. You are greeted by the mighty warrior
who adapted Nordic writing from the elves, Ysgramor. This revered ancestor of the Companions
tells you that three warriors stand ready, awaiting your word to loose their fury upon the
perilous foe. Their names are Gormlaith the Fearless, Hakon the Valiant, and Felldir the Old. You
may remember them as the Nordic warriors you saw in your Elder Scrolls vision. Seek them out
among the other heroes of Sovngarde.
The following heroic fighters from yore are among the honored guests in the Hall of Valor:
Erlendr the Quick, a friend of Ulfgar, who was turned into a stone pillar by a mage named
Grimkell.
Jurgen Windcaller ("The Calm"), thefounder of the Way of the Voice. The Greybeards honor
him.
Hunroor the Agile, a companion of Ulfgar, who was turned into a stone pillar by a mage
called Grimkell.
Ulfgar the Unending, a Nord barbarian who has finally found his way home, along with his
brethren.
Olaf One-Eye, a first-era king who helped capture a mighty dragon named Numinex and
housed him in Dragonsreach.
Quest Conclusion
When you're done wandering
among the heroes, locate the
three Nordic warriors who
defeated Alduin the first time
around: Gormlaith Golden-Hilt,
Hakon One-Eye, and Felldir the
Old. Gormlaith is raring to seal
Alduin's doom, but hold council
before the battle begins. They
agree that Alduin's mist is more than a snare; it is his shield and cloak. With the four voices of
the heroes and Dragonborn joined in unison, the mist can be removed and Alduin brought to
battle. The World-Eater fears you, Dragonborn!
Postquest Activities
Once the Nordic heroes agree to fight Alduin, Main Quest: Dragonslayer begins.
DRAGONSLAYER
PREREQUISITES: Complete Main Quest:
Sovngarde
INTERSECTING QUESTS: Main Quest:
Sovngarde, Main Quest: Epilogue
LOCATIONS: Sovngarde, Hall of Valor, Shadowed Vale, Whalebone Bridge
CHARACTERS: Gormlaith Golden-Hilt, Hakon One-Eye, and Felldir the Old
ENEMIES: Alduin
0 OBJECTIVES: Help the heroes of Sovngarde dispel Alduin's mist, Defeat
Alduin
B> "I've Waited an Eternity for This Day"
0 OBJECTIVE: Help the heroes of Sovngarde dispel Alduin's mist
♦ TARGET: Nordic heroes, Shadowed Vale, in Sovngarde
Leave the Hall of Valor and
cross the Whalebone Bridge
to the edge of the Shadowed
Vale, where your Nordic
brethren are gathered. They
are eager to slay Alduin for
a second time, while the
World-Eater roars away in this
K
mist. When the three heroes have assembled, use your Clear Skies Shout to blow away the
nearby mist - your allies will join you. Alduin bellows back with a Shout of his own, and the
mist descends once again. Continue your Shouts until Alduin's might is broken.
TIP Have all your favorite weapons, spells, and Shouts set up so you can
switch between them quickly, depending on how combat goes.
0 OBJECTIVE: Defeat Alduin
With the mists permanently dispelled, Alduin's massive, jagged form swoops down into the
vale. He begins to launch a barrage of fire attacks at you, the Nords, and any of the lost souls
that have been freed from their permanent fog. The time has come to finish Alduin forever!
<sj
m MAJOR SPOILERS
THE WORLD-EATER'S EYRIE SOVNGARDE DRAGONSLAYER
GUESTS
MING
THE INVENTORY
THE BESTIARY
ATLAS OF SKYRIM
APPENDICES AND INDEX
Dragon Slaying: Alduin
is a lot less mobile when he's
writhing in agony and having
to land after a Dragonrend
attack strikes him. Make this
your earliest priority, and dodge
any attacks he launches from
his mouth.
Utilizing the Dragonrend
is imperative; Alduin is invulnerable unless he's writhing and descending to the ground or unless
he's on the ground after being affected by Dragonrend. If he isn't bathed in the blue light from
this attack, he's impervious to your weapons.
Stand close to your fellow fighters so you can vary the attacks and so you don't face
Alduin on your own. If your coordinated attacks come from different directions, Alduin won't
focus all his attention on you. Meanwhile, you have the luxury of striking only him.
You need only one Dragonrend to down Alduin; you can switch to another Shout (such
as Fire Breath) and attack with that and with your favored weapons. Use any that you've
employed successfully against dragons in the past. But remember to attempt this only when
Dragonrend is still affecting him.
Quest Conclusion
After you strike the killing blow, Alduin writhes in agony and his soul begins to dissipate....
Postquest Activities
After you strike the killing blow, Main Quest: Epilogue begins.
mm
EPILOGUE
PREREQUISITES: Complete Main Quest: Dragonslayer
INTERSECTING QUESTS: Main Quest: Dragonslayer, Main Quest: Paarthurnax
LOCATIONS: High Hrothgar, Sky Haven Temple, Sovngarde, Hall of Valor, Shadowed Vale, Whalebone Bridge, Throat of the World
CHARACTERS: Delphine, Esbern, Felldir, Gormlaith Golden-Hilt, Hakon, Master Arngeir, Odahviing, Paarthurnax, Tsun
ENEMIES: Alduin
0 OBJECTIVES: Speak to Tsun to return to Skyrim
<§> MAJOR SPOILERS
IS-
[•> Banishment: Ziil gro dovah ulse!
NOTE Once you complete Main Quest: Dragonslayer, ibis quest
automatically begins.
0 OBJECTIVE: Speak to Tsun to return to Skyrim
♦ TARGET: Tsun, Whalebone Bridge, in Sovngarde
Alduin thrashes on the ground as his soul leaves his corporeal form. With a final, thunderous
spasm, Alduin is torn apart; not even his skeleton remains in this afterlife. Tsun is the first to
congratulate you on your mighty deed; you have cleansed Sovngarde of Alduin's evil snare.
They will sing of this battle in the Hall of Valor! You may speak to any of the heroes who
helped you in battle. When you're ready to leave, only Tsun can transport you from this place.
Tsun summons Shor's Might and returns you to the Throat of the World. First, though, he grants
you a Shout, one that brings a hero from Sovngarde to your side in your hour of need.
> Word of Power: Hero, Call of Valor
> Word of Power: Champion, Call of Valor
> Word of Power: Legend, Call of Valor
Quest Conclusion
You return to the Throat of the World, with a full complement of dragons perched on the
mountaintop at your arrival. The two recognizable beasts are Odahviing and Paarthurnax (if he
is still alive). These beasts roar in a death chant for their fallen god— their leader, Alduin, and
then take to the skies. Should you attack, they depart without fighting back. Paarthurnax greets
you, impressed by your feats. Then he, too, flies away, leaving only Odahviing. Speak with him,
and he informs you that he is now in your service.
NOTE The Call Dragon Shout now summons him to do your bidding.
Return to High Hrothgar and speak with Master Arngeir. Inform him of your actions; he believes
Alduin may yet rise again, but that is for the gods to decide.
If you return to Sky Haven Temple, Delphine asks whether you have good news. But there's
still the matter of Paarthurnax, if he lives. The Blades are grateful but are certainly more
appreciative if Alduin's brother is also slain.
Postquest Activities
Once you return to the Throat of the World, you can continue exploring Skyrim and finish any
other quests.
&
V7
The Slider Bcroils V
SKYRIM
154
GUESTS: MAIN QUEST: ACT 3
<s§ THE COMPANIONS QUESTS §s>
OVERVIEW
£> Optimal Quest Start
You can start the Companions Quests when you arrive at Whiterun for the first time, or at any
point thereafter. Warriors may wish to join sooner rather than later for access to a wide range of
combat skill trainers.
£> Sanctuary: Jorrvaskr, in Whiterun
NOTE Cross-Referencing; Do you wont to see mops ond learn more
about the trails, non -quest-related items, collectibles, crafting
areas, and other important rooms in every location during these guests? Then
remember to cross-reference the location you travel to with the information
contained in the Atlas.
The Companions' sanctuary is the Nordic longhouse adjacent to Dragonsreach, on the upper end of Whiterun. This is an ancient and honored mead hall where generations of Companions have
met. According to local legend, Jorrvaskr is actually the oldest building in all of Whiterun. It existed alone on the mountain while the city was built up around it over the centuries. It features a main
dining area, below which are the living quarters for the whelps and for the Circle and Harbinger.
Outside, there is a training area, and close by is the Skyforge, where the Companions' weapons are formed. The forge itself is large, ancient, and built outside on a mountain, close to the sky.
Below the Skyforge is a ceremonial area known as the Underforge, which is out of bounds except on rare occasions.
£> Important Characters
Founder: Ysgramor
Ysgramor was born in Atmora, the
ancestral land for all humans. He
and two of his sons were the only
survivors of the Night of Tears,
when the elves attacked Saarthdt
and killed all the other inhabitants.
Ysgramor retreated to Atmora,
rallied an army of Five Hundred
Companions, and led them to
vanquish the elves and drive them out of Skyrim.
Harbinger: Kodiak Whitemane
For 20 years now, Kodiak has
commanded the Companions,
balancing his tactical skill, ferocity in
combat, and commanding presence.
But those days are drawing to a
close. A year ago, Kodiak contracted
the rot and his condition has rapidly
diminished. He has become weak in
body, and his frustration shows. He's taken to locking himself
behind closed doors, poring over old documents, desperate to
cure himself of lycanthropy.
The Circle: Aela the Huntress
Aela is the latest in a long family
of women in the Companions. Her
mother was a member, as was her
grandmother and every woman
in her family for generations. Aela
claims that her line runs back to
Hrotti Blackblade, one of the original
Five Hundred Companions. Aela was
not raised in the Companions like Vilkas and Farkas were, but
it has been a fixture in her life from a very early age.
> Trainer (Archery: Expert): Aela the Huntress
The Circle: Farkas
Farkas and his twin brother, Vilkas,
were both raised in the Companions
by a man named Jergen, who rescued
them from a circle of necromancers.
Farkas is a bit cavalier with his Beast
Form and a bit loose with his tongue,
even to his superiors. This is not a big
deal in the Companions, but he shows
more disrespect to the older members than others do. Farkas is
also.. .a bit slow.
> Trainer (Heavy Armor: Master): Farkas
The Circle: Vilkas
Vilkas and his twin brother, Farkas,
were raised in Jorrvaskr— a place
not accustomed to the sight of
children. Only Tilma the Haggard
offered them anything in the way of
comfort. Several years ago, Jergen
was killed in a battle with brigands
near Dawnstar. Vilkas serves as the
Master at Arms and is in charge of training younger members
in weapon combat. He is hard on his students but is an
excellent teacher.
> Trainer (Two-Handed: Master): Vilkas
The Circle: Skjor the Scarred
Skjor's early life was one common
among the Companions. He fought
in the Great War and returned to
Skyrim after the Empire's defeat.
He earned a reputation as being a
sword for hire and was eventually
recruited by the Companions.
Skjor has always seen his role as
the steady and loyal friend to those in power. He has few
ambitions of his own, beyond supporting and standing by
those to whom he has sworn loyalty. There is no one in the
Companions with a greater sense of duty and honor.
OVERVIEW
TRANING THE INVENTORY THE BESTIARY # QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX
Member: Athis
Member: Torvar
Adept in one-handed weaponry,
Athis is a Dark Elf who keeps quiet
most of the time. He is civil and
loyal, but never at the forefront of
any battles.
Torvar is a recent whelp and isn't
taking well to the intensive training.
He grows ever weary and anxious;
the thought of dying in battle
terrifies him.
> Trainer (One-Handed: Expert): Athis
Member: Njada Stonearm
An impressive brawler and expert
at blocking, but with an unpleasant
attitude and uncaring disposition,
Njada has few friends, which is just
how she likes it.
> Trainer (Block: Expert): Njada Stonearm
Ria is the youngest of the whelp
recruits and is determined to fight
and die alongside her Shield-
Brothers. She is especially in awe of
Aela the Huntress.
Member: Ria
Member: Vignar the Revered
Vignar the Revered was once a
general and commander in the
Legion during the Great War. He led
brave warriors for nearly 30 years.
That was a long time, though, and
now Vignar lives a life of peace and
relative quiet. He holds a place of
honor among the Companions, and
the group welcomes his council.
Housekeeper: Tilma the Haggard
Tilma the Haggard has been the
single servant of Jorrvaskr for as
long as anyone can remember. The
Companions joke that they built
the mead hall around her. To an
outsider, it may seem as if Tilma
is little more than a slave. But she
is definitely there by choice and is
committed to her duties and the warriors of Jorrvaskr.
Blacksmith: Eorlund Gray-Mane
Eorlund Gray-Mane is the patriarch of
Clan Gray-Mane, one of the oldest,
most respected families in Whiterun.
Eorlund is widely known to be the
best blacksmith in all of Skyrim.
Although not a Companion himself,
his wares have become the stuff of
legend and are especially prized by
the Companions. Eorlund is very old (and has a brilliant mane
of long gray hair), but his long hours working the Skyforge
have kept him incredibly fit.
> Trainer (Smithing: Master):
Eorlund Gray-Mane
) a
TIP Forging Ahead: Once you
complete Companions Quest: Glory
of the Dead, the Skyforge can forge a unique set
of Nord Hero weapons. Skyforge steel weaponry
is slightly better than normal steel.
NOTE intimate Companionship:
Farkos, Vi Ik os,. Aela, Athis, Rio,
Njada, and Torvar are al! able to be married
once Companions Quest: Glory of the Dead is
over. Consult Temple Side Quest: The Bonds of
Matrimony {page 336] for more details.
£> Training Available Quests
The main members of this guild of fighters are extremely There are a total of 1 9 quests available with the Companions. Six of these are Critical Path Quests, and 1 3 are Radiant Quests.
talented in a particular skill. Speak to each of them and
increase the chosen skill by a point, to a maximum of five Critical Path Quests
points before you level up. If you have enough gold, .you can t Simply referred to as "quests," these are the main quests you attempt with the Companions. All but the first quest have one or
complete this numerous times: more prerequisites, as shown in the following table:
RANK
TRAINER
QUEST NAME
PREREQUISITES
Archery
Expert
Aela the Huntress
Companions Quest Take Up Arms
None
Block
Expert
Njada Stonearm
Companions Quest: Proving Honor
Complete Companions Quest: Take Up Arms, and one or more Radiant Quests.
Heavy Armor
Master
Farkas
Companions Quest: The Silver Hand
Complete Companions Quest: Proving Honor, and one or more Radiant Quests.
One-Handed
Expert
Athis
Companions Quest: Blood's Honor
Complete Companions Quest: The Silver Hand, and three or more Radiant Quests.
Smithing
Master
Eorlund Gray-Mane
Companions Quest Purity of Revenge
Complete Companions Quest: Blood's Honor.
Two-Handed
Master
Vilkas
Companions Quest: Glory of the Dead
Complete Companions Quest: Purity of Revenge.
Radiant Quests
These are usually smaller quests that require you to complete a task for a particular Companion. The Initial Wave Radiant Quests
are available first, and remain available after the critical path quests are complete. The Second Wave quests are next; you must
complete two to begin Companions Quest: Blood's Honor. The Final Wave quests only become available after all of the critical
path quests are complete.
In each case, the objectives of a Radiant Quest are usually random. They are listed in more detail after the Critical Path
Quests, but consult the following table to learn the prerequisites required to begin every Radiant Quest:
S~KY RTM
«5
156
QUESTS: THE COMPANIONS QUESTS
CHRONOLOGY
QUEST GIVER
RADIANT QUEST NAME
PREREQUISITES
Initial Wave
Aela
Animal Extermination (1)
Once the Companions Quest: Take Up Arms has been completed.
Initial Wave
Aela
Animal Extermination (II)
Once the Companions Quest: Take Up Arms has been completed.
Initial Wave
Farkas
Hired Muscle
Once the Companions Quest: Take Up Arms has been completed.
Initial Wove
Farkas
Trouble in Skyrim
Once the Companions Quest: Take Up Arms has been completed.
Initial Wave
Skjor orVilkos
Family Heirloom
Once the Companions Quest: Take Up Arms has been completed.
Initial Wave
Skjor or Vilkas
Escaped Criminal
Once the Companions Quest: Take Up Arms has been completed.
Initial Wave
Skjor or Vilkas
Rescue Mission
Once the Companions Quest: Take Up Arms has been completed.
Second Wave
Aela
Striking the Heart
Once the Companions Quest: The Silver Hand has been completed but before Blood's Honor begins.
Second Wave
Aela
Stealing Plans
Once the Companions Quest: The Silver Hand has been completed but before Blood's Honor begins.
Second Wave
Aela
Retrieval
Once the Companions Quest: The Silver Hand has been completed but before Blood's Honor begins.
Final Wove
Aela
Totems of Hircine
Once the Companions Quest: Glory of the Dead has been completed.
Final Wove
Farkas or Vilkas
Purity
Once the Companions Quest: Glory of the Dead has been completed.
Final Wove
Farkas or Vilkas
Dragon Seekers
Once both the Companions Quest: Glory of the Dead and Main Quest: A Blade in the Dark have been completed.
PREREQUISITES: None
INTERSECTING QUESTS: Companions Quest: Proving Honor, Companions Radiant Quests
LOCATIONS: Pelagia Farm, Whiterun, Jorrvaskr, Living Quarters, Skyforge
CHARACTERS: Aela the Huntress, Athis, Eorlund Gray-Mane, Farkas, Kodiak Whitemane, Njada Stonearm, Ria, Skjor, Vilkas
ENEMIES: Giant
0 OBJECTIVES: Speak to Kodiak Whitemane, Train with Vilkas, Give Vilkas's sword to Eorlund, Bring Aela her shield, Follow Farkas to your quarters
4
Training the Whelp
You hear the sounds of a
pitched battle across the plains,
close to Pelagia Farm, within
the outskirts of Whiterun.
Come closer to the fight, and
you'll witness two warriors
attempting to topple a giant
who was trespassing too far
into the farmland. You may
watch or join the fracas. After the giant is killed (you can search him without penalty), you may
speak with Aela the Huntress, Ria, or Farkas, the warriors who slew the giant. They explain
who the Companions are and how you may join their Guild: Head to Jorrvaskr if you're worth
anything in a fight.
Enter the city of Whiterun and
climb the streets until you
reach the steps leading up to
Jorrvaskr, the Companions'
longhouse. When you step
inside, you'll likely see a
training fight in progress, with
two recruits (Athis and Njada
Stonearm) brawling. The other
Companions watching the melee offer words of encouragement. The sparring is overseen by
an intimidating, one-eyed man named Skjor. Speak to him when you wish to proceed with
important knowledge about this Guild. He explains the Companions are known by many names,
and not all of them complimentary. The battle switches to fists, and Njada Stonearm lives up to
her last name, finishing her opponent and ending the fight.
You may speak with her and listen to her rude replies. But when you ask her (or other
Companions) who is in charge, she mentions someone named Kodiak Whitemane, who is the
Harbinger; this is the closest to a leader this rabble have and to whom they pledge their loyalty.
Once you learn about Kodiak, this quest officially commences.
0 OBJECTIVE: Speak to Kodiak Whitemane
Head to the longhouse's south
end, down the stairs, and
open the doors to the Living
Quarters. Head along the main
lower-floor corridor to reach
Kodiak. He is usually speaking
with Vilkas, who still hears the
call of the blood, which Kodiak
calls "a burden to bear." They
finish speaking and look at you: There is a stranger in their hall.
You can ask Kodiak who the Companions are, why he joined them, where they stand on
the Civil War, and, most importantly for this quest, if you can join them. Although Vilkas voices
his disapproval, Kodiak says that Jorrvaskr has some empty beds for those with a fire burning
in their hearts. He then asks how you are in battle. You may answer how you wish; it results in
Kodiak requesting that Vilkas take you outside to see how you handle yourself.
0 OBJECTIVE: Train with Vilkas
OVERVIEW TAKE UP ARMS
^QUESTS
TRANIMG
THE INVENTORY
THE BESTIARY
ATLAS OF SKYRiM
APPENDICES AND INDEX
Exit Jorrvaskr and head into
the courtyard to the structure's
rear. Vilkas instructs you to
take a few swings at him.
Oblige by unsheathing your
favored melee weapon and
striking Vilkas, who expertly
blocks with his shield. Stop
your attacks when instructed
(or you'll soon learn why crossing the Companions isn't a good idea). Vilkas seems to think
you have an inkling of promise, but you're still considered a whelp to them. In the meantime,
you have some orders to take care of: Vilkas wants you to take his sword up to Eorlund
Gray-Mane, who is waiting to sharpen it.
> Skyforge Steel Sword
0 OBJECTIVE: Give Vilkas's sword to Eorlund
♦ TARGET: Skyforge, in Whiterun
Take the sword (optionally
testing it out in an unrelated
adventure or two), and bring
it up the steps hewn into the
rocky outcrop to the north
of Jorrvaskr. You reach the
Skyforge, an impressively large
forge where Eorlund Gray-Mane
works the steel. Inform Eorlund
of your errand. Depending on your answers, Eorlund tells you to remember that nobody rules
anyone in the Companions, so subservient attitudes aren't necessary. They haven't had any
leaders since Ysgramor. Eorlund isn't a Companion, but he's an expert in working the Skyforge,
which produces the best steel in all of Skyrim. Before you go, Eorlund has a request: He wants
you to take a shield to Aela the Huntress. Seeing the irony of this request is optional.
> Steel Shield
0 OBJECTIVE: Bring Aela her shield
♦ TARGET: Aela the Huntress, in Jorrvaskr in Whiterun
Return to Jorrvaskr, and search
the hall or the Living Quarters
for Aela the Huntress, who is
usually speaking with Skjor.
Tell her you have her shield,
and she gratefully receives it.
She learns who you are and of
your fight with Vilkas. She asks
how you'd handle yourself in a
real fight with him. Answer how you wish, although she won't like it if you threaten violence to
a Shield-Brother. She tells you to speak to Farkas, who arrives at the end of this conversation.
0 OBJECTIVE: Follow Farkas to your quarters
Quest Conclusion
Farkas seems pleasant enough; in fact, he's glad of the company. He takes you down the main
hall of the Living Quarters, to the dormitory you'll be sharing. You can pick any bed that isn't
being slept in. The quest concludes.
Postquest Activities
Farkas ends the conversation, asking whether you might help with a problem they are having.
You may speak to him or ignore him and seek out employment from another Companion: And
so begins your Faction Radiant Quests (consult the quest name that appears after agreeing to
the task, and cross-reference it with the Radiant Quest in this chapter). You'll need to complete
at least one of these before Companions Quest: Proving Honor begins.
PROVING HONOR
PREREQUISITES: Complete the Companions Quest: Take up Arms, Complete one Faction Radiant Quest
INTERSECTING QUESTS: The Companions Quest: Take up Arms, The Companions Quest: Proving Honor , The Companions
Quest: Brotherhood, The Companions Quest: The Silver Hand, The Companions Radiant Quests
LOCATIONS: Dustman's Cairn, Whiterun, Jorrvaskr
CHARACTERS: Farkas, Skjor
ENEMIES: Draugr, Frostbite Spider, Giant Frostbite Spider, Silver Hand, Skeever
0 OBJECTIVES: Talk to Skjor, Speak to Farkas, Retrieve the fragment, Return to Jorrvaskr
# MINOR SPOILERS
3> Trial of the Cohort
The Companions have
witnessed your previous work
ethic, and once you revisit
Whiterun, enter Jorrvaskr,
and search out Skjor, you are
greeted more warmly. He has
a more interesting task for
you to help with. It appears a
scholar visited the Companions
0 OBJECTIVE: Talk to Skjor
a week ago, explaining where they could find another fragment of Ysgramor's Blade. Seeking
out the fragment is considered a trial; do well, and you can consider yourself a member of the
Companions. Farkas is your Shield-Sibling for this adventure.
0 OBJECTIVE: Speak to Farkas
Farkas is usually within Jorrvaskr and is ready to retrieve the fragment
when you are. You may speak also to Farkas about personal matters
if you wish.
0 OBJECTIVE: Retrieve the fragment
♦ TARGET: Fragment of Ysgramor's Blade, inside
Dustman's Cairn
Tht ELdcr Bcro-s' V
SKY RIM
QUESTS THE COMPANIONS QUESTS
Ysgramor's Blessing
After a trek through the
wilderness with Farkas,
navigate northwest of Whiterun
and up to Dustman's Cairn.
Drop below the standing
stones. Arm yourself and
begin to navigate through
these catacombs, and listen
for Farkas's advice. Take
any treasure as you descend
past the loose burial stones.
Continue deeper into a
ceremonial hub chamber with
multiple archways and a couple
of thrones.
The way forward is blocked.
The only area of interest is
an archway with a raised
portcullis, which leads to a
small alcove with a lever.
Activate it, and the portcullis
drops, trapping you inside
but raising the portcullis of a
nearby archway. Farkas looks
in and tells you he'll find the release, but as he does, he is surrounded by the members of the
Silver Hand! Severely outnumbered, Farkas backs up before letting out a guttural growl and
transforming into a massive werewolf that slaughters the Silver Hand where they cower! After
freeing you, speak to Farkas, who explains his metamorphosis (known colloquially as his Beast
Form)is a blessing bestowed upon some of the Companions.
Press on through the archway
Farkas just opened. You face
multiple Draugr and Silver
Hand as you descend into this
elongated crypt. Beware of
occasional dart traps (watch for
pressure stones beneath your
feet that trigger them), and
continue the slaughtering up
until you reach the large crypt chamber with a locked iron door at the eastern end. Check the
burial urns nearby for a key that opens this door.
> Dustman's Cairn Key
Quickly deal with the
Skeever problem once you're
through the door, passing
interconnecting chambers and
stone passageways. A battle
against a Giant Frostbite
Spider occurs soon afterward.
Continue through another
bank of crypts, until you
reach the major tomb room, where a Draugr Wight is buried. Strange chanting draws you to
the area behind the raised tomb; this is a Word Wall, and a Word of Power is drummed into
your subconscious! With the chant fresh in your memory, inspect the raised tomb and take the
fragment lying on top of it (along with any other spoils you wish).
> Word of Power: Fire Breath > Fragment of Ysgramor's Blade
0 OBJECTIVE: Return to Jorrvaskr
♦ TARGET: Jorrvaskr, in Whiterun
m
If you check your map (or the
map provided in the Atlas),
you'll spot an exit corridor off
to the side of this tomb room,
behind the raised stone alcove.
Alas, when you attempt to
breach it, the burial stones will
not shift, but the Draugr begin
to attack. Drop into the main
chamber, where a protracted battle with at least 20 Draugr (including a dreaded high-ranking
Draugr that clambers out of the raised tomb) takes place. Keep moving, retreat to safety if you
need to, and don't leave Farkas to fend for himself! A final Draugr crashes through the burial
stone, allowing access up a tight side tunnel. At the tunnel's end is a lever, which opens a secret
rock door leading back to the cairn's entrance.
Quest Conclusion: Brotherhood
From here, it is a simple
matter of returning to Jorrvaskr
and seeking out Skjor, who
gladly takes the fragment
of Ysgramor's Blade from
you. Vilkas is also waiting,
having heard how well you
did as a Shield-Sibling. The
Companions are assembled in
the rear courtyard. They are concluding a circle of judgment, and Kodiak informs you that you
are now a member of the Companions. You are welcomed into the fold, but you still need to
prove yourself.
Postquest Activities
Speak to Aela, Farkas, Skjor, or Vilkas, and tell them you're looking for work to begin any
other Faction Radiant Quests. .
i THE SILVER HAND
PREREQUISITES: Complete the Companions Quest: Proving Honor, Complete one Faction Radiant Quest
INTERSECTING QUESTS: The Companions Quest: Proving Honor, The Companions Radiant Quests ® MIN0R SP0ltERS
LOCATIONS: Gallows Rock, Whiterun, Jorrvaskr, Skyforge, Underforge
CHARACTERS: Aela the Huntress, Farkas, Skjor, Werewolf
ENEMIES: Krev the Skinner, Silver Hand, Skeever
0 OBJECTIVES: Talk to Skjor, Meet with Skjor at night, Enter the Underforge, Participate in the blood ritual, Talk to Aela, Kill the werewolf hunters, Talk to Aela
TAKE UP ARMS
THE BESTIARY
HONOR THE SILVER HAND
QUESTS
m
159
THE INVENTORY
ATLAS OF SKYRiM
APPENDICES AND INDEX
£> Forging the Lycanthrope
0 OBJECTIVE: Talk to Skjor
[Si
After completing the
Companions Quest: Proving
Honor, Skjor has spent
enough time judging your
worthiness to become one of
the Companions. When you
find Skjor, he says he has
something a little different
planned for your next task and
requests you meet him at the entrance to the Underforge after nightfall.
0 OBJECTIVE: Meet with Skjor at night
0 OBJECTIVE: Enter the Underforge
♦ TARGET: Underforge, in Whiterun
Once the sun has set (any
time between 06:00 p.m. and
1 08:00 a.m.), head around the
left (north) side of Jorrvaskr
building and meet with Skjor
by a massive protrusion of
stone, below the Skyforge.
Skjor explains this is the most
ancient part of Whiterun and
thatthe Underforge taps a vein of magic olderthan men or elves. Skjor beckons foryou to
open the rock wall that shifts apart, allowing entrance into the Underforge.
Skjor enters the Underforge
with you. Aela the Huntress
has taken a lupine form and
is waiting around the Sacred
Font. Skjor explains the
( ceremony you will undertake is
to be done in secret, as Kodiak
& busy trying to throw away
the gift the Companions have
been granted; he thinks it a curse rather than a blessing. Now join in the shared blood of the
wolf and activate the Sacred Font.
0 OBJECTIVE: Participate in the blood ritual
CP 3£]
You experience a tremendous change in your body structure. Your vision s much improved. Your
speed is like that of the wolf. Your social standing with the locals is possibly not worth testing
out at the moment. Soon, your eyes close and everything turns to black.
[£> Clawing the Silver Hand
You wake up on the moors,
clad in little more than your
modesty. Aela the Huntress
is with you and explains that
your transformation was
not easy but successful. To
celebrate becoming part of
the Companions, you are to
slaughter a pack of werewolf
hunters known as the Silver Hand, who are camped nearby. But first, ask Aela any questions
about your "condition" that you wish. Then place your armor and clothing back on, and arm up
for the assault.
0 OBJECTIVE: Kill the werewolf hunters
♦ TARGET: Silver Hand dan, in Gallows Rock
££|Jl
Jl liZJ
Charge or prowl around the
exterior battlements of the
Gallows Rock fortification
before slaying the two Silver
Hand guarding the entrance.
Then step inside. Judging by
the spear bars on the doorway,
the Silver Hand must have
locked the place down once
Skjor charged in. Activate the lever and head down the stairs. Make sure Aela accompanies you,
as she's helpful in combat as a Shield-Sibling. Continue through this complex of stone corridors,
removing Skeever vermin and Silver Hand as you go.
Remember you can use your Beast Form during this quest. Access it
via your Magic menu.
Manyofyour brethren lie dead
in the cells; release any who
are alive so they can savage
their captors. Then push down
the stairs, into a stone hall with
skinned pelt hangings. Battle
through and down the stairs to
the circular chamber with the
columns. This is the lair of Krev
the Skinner, the Silver Hand leader in these parts. He is flanked by two lackeys. Muster your
combat potential and savagely dispatch them all. Then ransack the chamber (and optionally,
the entire area) for loot.
_4
0 OBJECTIVE: Talk to Aela
0 OBJECTIVE: Talk to Aela
♦ TARGET: Aela the Huntress, on the moors outside Gallows Rock
TIP As a werewolf, any crime you commit will not count against you,
as your identity is not known. However, everyone (except for the
Companions! is hostile and will fight or flee from you. If you kill anyone, they
remain dead (so don't slay a merchant accidentally!). You can howl and sprint
places on all fours for an even quicker dash. You may turn into a werewolf once
per day.
Quest Conclusion
There are no rewards here, only sadness. Alas, Aela has seen the body of Skjor. He is dead; he
should not have come here without a Shield-Brother. Skjor will be avenged. The plotto kill all of
those responsible for this outrage begins now!
Postquest Activities
You must now complete two additional Radiant Quests for Aela (and her only) to begin The
Companions Quest: Blood's Honor.
The 8 :de r jScrc iis V
S KY Rl M
QUESTS: THE COMPANIONS QUESTS
WtS ItrrlCliU Mill GUIUI
BLOOD'S HONOR
PREREQUISITES: Complete the Companions Quest: The Silver Hand, Complete two Companions Radiant Quests
INTERSECTING QUESTS: The Companions Quest: The Silver Hand, The Companions Quest: Purity of Revenge, The
Companions Radiant Quests
LOCATIONS: Glenmoril Coven, Whiterun, Jorrvaskr, Jorrvaskr Living Quarters
CHARACTERS: Aela the Huntress, Kodiak Whitemane, Vilkas
ENEMIES: Frostbite Spider, Glenmoril Witch, Silver Hand, Skeever
0 OBJECTIVES: Collect a Glenmoril Witch's head, (Optional) Wipe out the Glenmoril Witches, Return to Kodiak
® MAJOR SPOILERS
Hirdne's Curse
After completing the
Companions Quest: Proving
Honor and then tending to
other business, visit Kodiak,
who is usually down in his
Living Quarters in Jorrvaskr.
Sit next to him and begin to
talk. After telling him what
you've been up to, Kodiak
asks if you've heard the story of how the Companions became werewolves. The Order of the
Companions is almost 5,000 years old, but the beastblood has only "troubled" themfora few
hundred. One of Kodiak's predecessors made a bargain with the witches of Glenmoril Coven; if
the Companions were to hunt in the name of their lord, Hircine, they would be granted great
power. But there was deception!
Although in wolf form the Companions are powerful, the disease of lycanthropy seeps
into the spirit, and upon death, werewolves are claimed by Hircine for his Hunting Grounds. For
some, the eternal chase and capture is a boon, but for a true Nord like Kodiak, it is a curse,
for he wishes Sovngarde to be his spirit home. Rather than resigning himself to a wolf's death,
Kodiak has spent his twilight years trying to find a cure. The answer lies in the same magic that
the witches used to ensnare the Companions. You are to go to their coven and strike down all
witches. Return with their heads— the seat of their abilities.
0 OBJECTIVE: Collect a Glenmoril Witch's head
0 OBJECTIVE: (Optional) Wipe out the Glenmoril Witches
♦ TARGET: Glenmoril Witch, in Glenmoril Coven
Trek across the tundra plains and southwest, into the mountains, keeping below the snow line.
The trappings of witchcraft hang from the gnarled trees at the Coven's entrance. Enter the
Coven, which is formed around a central hub cavern, where a Glenmoril Witch awaits. Strike
her with sneak, ranged, or melee attacks. Beware of her frost spells and her familiar. Continue
combat until one of you falls— be sure it's the crone! Then inspect the withered corpse and
collect the head (as well as any Hagraven Feathers you may need for crafting).
> Glenmoril Witch Head
0 OBJECTIVE: Return to Kodiak
4J|
At this point, you are prompted to return to Kodiak. Before you return (which is a critical part of
this quest), you can also hunt down the four other Glenmoril Witches who inhabit this coven.
<<&> up n you're having trouble locating any of the witches' chambers,
carefully inspect the hub chamber (where the first witch was), as
some connecting tunnels can be hard to spot.
Journey back to Whiterun,
and head toward Jorrvaskr.
Judging from the onlookers,
Aela's drawn weapon, and the
slaughtered Silver Hand at her
feet, the longhouse was the
scene of a vicious Silver Hand
attack while you were away.
Enter Jorrvaskr and speak with
Vilkas. He has some sorrowful news; Kodiak was killed during the fighting.
Quest Conclusion
The Silver Hand made off with all the fragments of Wuuthrad that you had collected. Vilkas
vows that you and he will bring the battle to their chief camp. Kodiak will be avenged.
Postquest Activities
The Companions Quest: Purity of Revenge begins immediately. There are now no Radiant
Quests available, due to the recent Silver Hand attack. Although you may think the Witch
Heads aren't of use, they become important during Companions Quest: Glory of the Dead and
afterward.
THE INVENTORY
THE SILVER HAND BLOOD'S
^QUESTS
161
TRANING
THE BESTIARY
ATLAS OF SKYRIM
APPENDICES AND INDEX
Radiant Quests
LOCATIONS: Driftshade Refuge, Driftshade Cellar, Whiterun , Jorrvaskr
CHARACTERS: Vilkas, Werewolf
ENEMIES: Silver Hand
0 OBJECTIVES: Retrieve the fragments of Wuuthrad, (Optional) Wipe out the Silver Hand, Return to Jorrvaskr
3> Severing the Silver Hand
0 OBJECTIVE: Retrieve the fragments of Wuuthrad
0 OBJECTIVE: (Optional) Wipe out the Silver Hand
♦ TARGET: Wuuthrad fragments, inside Driftshade Refuge
Vilkas wishes to immediately
depart for the Silver Hand
stronghold of Driftshade Refuge
and accompanies you as your
Shield-Brother. Purchase any
equipment if necessary, and
then journey north into the
Mountains of Winterhold, to
the southeast of Dawnstar.
Combat begins immediately. Sneaking is inadvisable for a Companion, especially one with an
optional objective to fulfill and a recently slain advisor. Dispatch the foes guarding the entrance
to the Refuge. Kill the one on the roof with ranged weapons, or sneak up the steps to the rear
of the entrance.
Descend the stone-stepped corridor and into a lower shrine room, with moss-covered pillars
and Silver Hand to cut down with speed and ferociousness. Make a systematic sweep of every
chamber via the connecting corridors, culling foes as you go. Leave no one alive, lest you mock
the death of the beloved Kodiak! Eventually, you reach a chamber with vertical spears blocking
an entrance. Activate the lever just to the right of the spears, and they retract, allowing you into
Driftshade Cellar.
Fight your way past the
stacked wood and barrels,
watching for the pressure plate
lest you receive a swinging
gate trap in the face— a fate
you can attempt for any foes if
you wish. Venture farther into
the cellar, and split open the
Silver Hand guarding a large
distillery tank of mead. Exit via a hole in the stone wall and into a snow tunnel. You appear in
a small cavern complete with holding cells. Release any werewolves still alive (they are locals
afflicted with lycanthropy, rather than Companions). The snow tunnel connects back into the
cellar.
Pass the remains of a werewolf
and shred the foes in the
torture room. Enter the remains
of the cellar's grand hall, now
full of collapsed masonry. After
more Silver Hand slaughtering,
head south, up the steps and
back into the refuge area.
Enter the small dungeon room,
then turn left and bound up the stairs. The remaining Silver Hand are in this chamber. Kill them
all. Your optional objective should complete at this point. Then inspect the table on the elevated
dining area, where all the fragments of Ysgramor's Blade can be found ...again. Take them
before resting for a moment with Vilkas, who seems to have finally realized your prowess as a
fighter.
> Fragments of Wuuthrad
0 OBJECTIVE: Return to Jorrvaskr
ife — 4
Quest Conclusion
Head south out of Driftshade Refuge, back outside, and then to Whiterun and your longhouse
home. As you near Jorrvaskr, Vilkas remarks that your brethren should have finished preparing
the funeral of Kodiak by now.
Postquest Activities
The Companions Quest: Glory of the Dead begins immediately. There are now no Radiant
Quests available, due to the preparations for Kodiak's departure.
-r** GLORY OF THE DEAD
PREREQUISITES: Complete the Companions Quest: Purity of Revenge
INTERSECTING QUESTS: The Companions Quest: Purity of Revenge, The Companions Radiant Quests
LOCATIONS: Whiterun, Jorrvaskr, Jorrvaskr Living Quarters, Skyforge, Underforge, Ysgramor's Tomb
CHARACTERS: Aela the Huntress, Danica Pure-Spring, Eorlund Gray-Mane, Farkas, Jarl of Whiterun, Kodiak Whitemane, Vilkas
& — continued on next page
<§> MAJOR SPOILERS
142
The Blder ^Scrolls ’ V
SKY RIM
QUESTS: THE COMPANIONS QUESTS
ENEMIES: Companion Ghost, Frostbite Spider, Kodiak's Wolf Spirit, Skeever
0 OBJECTIVES: Attend Kodiak's funeral, Retrieve Kodiak's fragment, Give the final fragment to Eorlund, Meet the Circle, Go to Ysgramor's Tomb with the Circle,
Return Wuuthrad to Ysgramor, Get to the burial chamber, Speak to Kodiak, Put witch head into fire, Defeat the wolf spirit, Speak to Kodiak
Out of the Strong Comes Forth Steel
0 OBJECTIVE: Attend Kodiak's funeral
♦ TARGET: Skyforge, north of Jorrvaskr, in Whiterun
ife 4
Upon your return to Jorrvaskr,
there is no one inside the
building; they are all at the
Skyforge, where Eorlund has
prepared the pyre for Kodiak's
funeral. The Companions
are there, along with some
of Whiterun's population,
including the Jarl and the
priestess Danica Pure-Spring. Aela steps forward to join Eorlund and Vilkas in a simple,
strong-hearted eulogy. Aela lights the pyre, and Kodiak's body is set ablaze. With his spirit
departed, she requests that the members of the Circle should withdraw to the Underforge to
grieve together. Before you leave with them, Eorlund asks whether you have the Fragments of
Wuuthrad; he needs to prepare them for mounting back in Jorrvaskr. There is a final piece of
the Wuuthrad that Kodiak always kept close. Eorlund requests that you go to Kodiak's chambers
and bring the piece back for him.
I }
0 OBJECTIVE: Retrieve Kodiak's fragment
♦ TARGET: Living Quarters, in Jorrvaskr in Whiterun
Enter Jorrvaskr and descend
into the Living Quarters. Head
north, past the chair where
you and Kodiak sat and talked.
His bedroom is to the right
(east). Check the bedside
table and grab the two items
within. One is the fragment
Eorlund mentioned, and the
other is Kodiak's Journal. You may optionally read it. Kodiak's wishes for your role within the
Companions are detailed in it.
> Fragment of Ysgramor's Blade > Kodiak's Journal
0 OBJECTIVE: Give the final fragment to Eorlund
bp- m
Return to Eorlund, who is usually at the Skyforge, and hand over the fragment. He thanks you
and says the Companions are waiting for you inside the Underforge.
0 OBJECTIVE: Meet the Circle
♦ TARGET: Underforge, in Whiterun
Open the loose rock wall below
the Skyforge and enter the
place where you were once
baptized into the moon-born.
Vilkas and Aela are having a
heated discussion over Kodiak's
final wishes. Although Aela is
at one with her Beast Form,
Vilkas knows that Kodiak wished to meet Ysgramor and know the glories of Sovngarde and
the Hall of Valor. The curse of lycanthropy took that from him. Aela relents, understanding that
Kodiak's wishes are to be respected.
Vilkas then tells you of the Tomb of Ysgramor, where the souls of Harbingers past heed
the call of northern steel. But the tomb cannot be entered because Ysgramor's Blade is in
pieces. Eorlund informs them that tools are meant to be broken...and repaired ! This is the
first time that all pieces of the Blade have been returned together, and the flames of Kodiak
fuel the rebirth of Wuuthrad! Eorlund hands you the blade, which is now in one piece, and the
Circle of Companions set off to enter the tomb and help cast Kodiak off into the Nordic realm of
the afterlife.
> Wuuthrad
0 OBJECTIVE: Go to Ysgramor's Tomb with the Circle
♦ TARGET: Entrance to Ysgramor's Tomb
TIP Wuuthrad the Elf-Slayer is a powerful two-handed weapon that does
20% more damage to elven foes. It is a suitable reward for someone
who has brought honor to the Companions.
£> Taming the Wolf
Northwest of Winterhold, in
the ice fields of the Sea of
Ghosts, lies the Nordic cairn
indicating the entrance to
Ysgramor's Tomb. Climb over
the lip of the cairn and open
the iron door that leads into
the tomb interior. Your Shield-
Siblings are already inspecting
the weaponless statue at the tomb's entrance plinth. Vilkas says this is the resting place of
Ysgramor and his most trusted generals, and you should be cautious. Then Vilkas reveals that
he won't be accompanying you on this final mission; his mind is too fogged and his heart
grieved. He then instructs you to grant Ysgramor's statue its rightful blade.
0 OBJECTIVE: Return Wuuthrad to Ysgramor
Approach the statue of Ysgramor and place the Wuuthrad in the statue's grip. The tomb
entrance behind (north of) the statue slides open. You, Farkas, and Aela the Huntress will now
meet Ysgramor's guardians and fight your way to the resting place of Ysgramor.
0 OBJECTIVE: Get to the burial chamber
Brush aside the cobwebs and
investigate the tunnel beyond,
which turnswest and ends at
a double door with an alcove
on either side. From each
alcove, a Companion Ghost
appears, ready to test your
mettle. Slay them as if they
were enemies; you are proving
yourself to them in battle, and there is no greater honor. Open the double doors and enter the
TRANING
THE INVENTORY
PURITY OF REVENGE GLORY OF THE DEAD
THE BESTIARY QUESTS
163
ATLAS OF SKYR1M
APPENDICES AND INDEX
entrance hall, where three more ghosts appear to thwart you. Tackle them, checking on your
Shield-Siblings in case they need your support.
Head south, down another level, and into the hall of crypts. Return several more
Companion Ghosts to Sovngarde as they emerge from their vertical tombs, then head south,
hacking at the entrance filled with cobwebs. Farkas parts company with you at this point. The
cobwebs lead to two connected chambers filled with Frostbite Spiders (expect at least one to be
Giant). Dispatch them all before activating the chain by the portcullis to the south. Venture into
the main tomb. At least six more Companion Ghosts appear to stop you between here and the
corridor and the steps up to an iron door.
Open the door to reach a long hall with a pedestal at its far end. Atop the pedestal is a handle.
Pull it to open the portcullis in the sunken corridor on your left (north). Head down into a giant
ceremonial chamber, with the skull of a mammoth dominating the central embalming table.
At least four more Companion Ghosts appear. Stick your bladed weapon intotheir ethereal
forms. When the fight is over, you may climb the final steps, open the double doors, and enter
Ysgramor's burial chamber.
0 OBJECTIVE: Speak to Kodiak
□P . %
£> And So Slain the Beast Inside
Stride over to meet the spirit
of Kodiak, who (along with his
fellow Harbingers from history)
have been warming themselves
in this chamber and trying to
evade Hircine. Although you
can see only Kodiak's spirit, he
assures you his predecessors
are with you, in this most
sacred of chambers. Tell Kodiak that Vilkas mentioned a cure was still possible, and Kodiak
instructs you to take one of the witches' heads and throw it into the blue fire. It will release
their magic— for him at least.
0 OBJECTIVE: Put witch head into fire
0 OBJECTIVE: Defeat the wolf spirit
Approach the Flame of the
Harbinger and drop a witch's
head into it. The moment the
blue flames begin to devour
the head and the witch's
magical grip loosens, Kodiak's
Wolf Spirt appears. You must
destroy it in combat.
0 OBJECTIVE: Speak to Kodiak
HP
Quest Conclusion
Return to Kodiak's spirit and tell him you killed his beast spirit. He thanks you for this gift, one
tainted by sadness that the other Harbingers remain trapped by Hircine. Perhaps a battle for
their souls could be waged from Sovngarde. For today, however, you must triumph in your
victory and lead the Companions to further gloryl
Postquest Activities
Locate any treasure chests you wish to plunder. Pull the chain and exit via the raised area on
the chamber's eastern side. Head up the spiral stairs to a second chain that removes a section
of rock wall. Return to the entrance chamber where Ysgramor's statue is standing. You may
now return to Jorrvaskr at your leisure. Although your critical Companions Quests are over, there
are now three additional Radiant Quests available (along with the initial ones). You enjoy the
companionship of your Shield-Brothers and Sisters as you return, victorious, as Harbinger!
> Word of Power: Animal Allegiance
|
tip You may wish to take Wuuthrad from Ysgramor's statue before you
leave, and use this weapon.
TIP Forging Ahead: The Skyforge, burning with Kodiak's Spirit, can
now forge a unique set of Nord Hero weapons if you have the skill
to craft them.
NOTE Intimate Companionship: Farkas, Vilkas, Aela, Athis, Ria r
Njarfa, and Torvar are all able to be married once Companions
Quest: Glory of the Dead is over. Consult Temple Side Quest: The Bonds of
Matrimony (page 336) for more details.
4
<$ THE COMPANIONS RADIANT QUESTS §>
The following 1 3 Radiant Quests occur between (and after) the critical Companions Quests and typically offer you a random task to accomplish. These tasks are available in three different "waves,"
depending on how far you are in the critical Companions Quests. For a complete list of how to unlock each Radiant Quest, consult the Introduction to the Companions Quests, at the start of this
chapter.
« INITIAL WAVE: ANIMAL EXTERMINATION (I)
Quest giver: Aela
Speak to Aela and request some work. It seems that someone has a problem with a wild
animal loose in their dwelling and has requested a Companion to help eradicate the menace.
Aela orders you to locate the animal and kill it quickly.
0 OBJECTIVE: Kill the [random animal]
♦ TARGET: Random animal, random location
m-
Journey to the dwelling where
the reported animal intrusion
occurred. Draw your preferred
weapon as you enter; the
animal usually strikes once
you're inside the premises. Cut
down the animal, obtaining its
pelt if you wish.
0 OBJECTIVE: Return to Aela
164
The tflde.’JwroUs V
sk“yr7m
QUESTS: THE COMPANIONS RADIANT QUESTS
■Ij'M »]/j >
Quest Conclusion Postquest Activities
Return to Jorrvaskr, and seek out Aela. Inform her of the quick and noble death you've given You may now speak to another Companion and begin another Radiant Quest (or access the
the creature. You're given some coin for your troubles. critical Companions Quest if you haven't already) .
> Gold pieces (leveled)
» INITIAL WAVE: ANIMAL EXTERMINATION 1
Quest giver: Aela
Speak to Aela and request some work. It seems that there is an animal den located close to a group of friends of the Companions, and periodically, the animals attack them. Aela orders you to
eradicate the threat; you are to find all the animals within the den and dispatch them.
0 OBJECTIVE: Clear outthe [random animal den]
♦ TARGET: Random animal den, random location
Trek to the animal den
indicated on your world map,
and draw your weapons.
Investigate all areas of this
location. Whenever you
encounter an animal, kill it.
Continue with your animal
slaughter (obtaining pelts if
you wish, and if applicable)
until the quest updates.
0 OBJECTIVE: Return to Aela
zSJi
Quest Conclusion
Return to Jorrvaskr and seek out Aela. Inform her that you've dealt with the animals within the
den. You're given some coin for your troubles.
> Gold pieces (leveled)
Postquest Activities
You may now speak to another Companion and begin another Radiant Quest (or access the
critical Companions Quest if you haven't already).
=#& INITIAL WAVE: HIRED MUSCLE ^
Quest giver: Farkas
Tell Farkas that you're looking for work. As it happens, he has received a letter requesting some "muscle." Farkas doesn't know what the fight is about, and it isn't the Companions' business
anyway, but he needs you to head to the place of the altercation and scare the ruffian into submission. This is to be a roughing up, not a killing!
0 OBJECTIVE: Intimidate a [random troublemaker] in a [random location]
♦ TARGET: Random target, random location
ij_]
(Brawl) Journey to the location
where the troublemaker
is causing a fuss, Journey
to the location where the
troublemaker is causing a fuss.
Step up to the annoyance.
Step up to the annoyance,
and explain that you're here
to resolve a dispute. Then
pummel them in a brawl until they collapse to the ground. Do not kill them, as this reduces
your reward.
0 OBJECTIVE: Return to Farkas
Quest Conclusion
Return to Jorrvaskr and seek out Farkas. Inform him of your success at pummeling some sense
into the troublemaker. You're given some coin for your troubles.
> Gold pieces (leveled)
Postquest Activities
You may now speak to another Companion and begin another Radiant Quest (or access the
critical Companions Quest if you haven't already).
INITIAL WAVE: TROUBLE IN SKYRIM
Quest giver: Farkas
Tell Farkas you're looking for work. Fortunately, he has a job that requires your immediate
attention. Farkas has received word that a group of aggressors are causing a disturbance and
must be dealt with using your combat mettle. He needs you to journey to the place where the
problem has arisen and slay those responsible. This is to be a killing; take no prisoners!
0 OBJECTIVE: Kill the leader of a [random location]
♦ TARGET: Random target, random location
0 OBJECTIVE: Return to Farkas
Travel to the place indicated on
your world map where a group
of enemies is causing problems
for one of the Companions'
clients. Locate the leader.
Proceed to slay this enemy as
swiftly as possible. You can
dispatch anyone who attempts
to stop you, although you need
kill only the leader for this quest to complete. This is a simple slaying mission.
< g) GLORY OF THE DEAD INITIAL WAVE: ANIMAL EXTERMINATION (I), (II), HIRED MUSCLE, TROUBLE IN SKYRIM H| > M 6?l
TRANING THE INVENTORY THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX
Quest Conclusion Postquest Activities
Return to Jorrvaskr and seek out Farkas. Inform him of your success at massacring those who You may now speak to another Companion and begin another Radiant Quest (or access the
sought to upset the Companions' clients. You're given some coin for your heroics. critical Companions Quest if you haven't already) .
> Gold pieces (leveled)
INITIAL WAVE: FAMILY HEIRLOOM *
Quest giver: Skjor Quest giver: Vilkas
Speak with either Skjor or Vilkas, and they inform you that they have work that involves locating and retrieving a valuable family heirloom, lost to a high-ranking family or other well-connected
faction that the Companions are friendly with. You are to find the heirloom, said to be hidden somewhere in a Primary Location in Skyrim, and bring it back to the quest giver.
0 OBJECTIVE: Retrieve the [valuable heirloom] from a [random location]
♦ TARGET: Random item, random location
Journey to the random location,
and utilize your sneaking or
combat abilities on any entity
blocking your path, both before
and after you enter the interior
of the place, which is usually
a castle, keep, or dungeon.
Creep or carve your way to the
location flagged on your local
map, and pry the item away from the enemies; it is usually hidden in a chest. Finding the item
is your only task; no bloodshed need occur, although it is encouraged!
0 OBJECTIVE: Return to Skjor or Vilkas
Quest Conclusion
Return to Jorrvaskr, and seek out Skjor or Vilkas to inform him that you've located the
heirloom. Hand it over. You're given gold pieces for your time.
> Gold pieces (leveled)
Postquest Activities
You may now speak to another Companion and begin another Radiant Quest (or access the
critical Companions Quest if you haven't already).
INITIAL WAVE: ESCAPED CRIMINAL
Quest giver: Skjor Quest giver: Vilkas
Speak with either Skjor or Vilkas, and he informs you that a wanted fugitive is fleeing from authorities, who are able to pay for the killing of the criminal. You are to locate this ne'er-do-well, face
him in combat, and make sure he dies.
0 OBJECTIVE: Kill the [random criminal]
♦ TARGET: Random criminal, random location
Set off to the location indicated
^n your world map, with the
express intention of slaying this
criminal. As the troublemaker
may be flanked by foes who
normally reside in this location,
prepare for attacks throughout
the criminal's hideout. When
you finally reach the criminal in
question, there's no pleading and no stalling, just a quick and justified death.
0 OBJECTIVE: Return to Skjor or Vilkas
m 3Q
Quest Conclusion
Return to Jorrvaskr and seek out Skjor or Vilkas. Inform him that the criminal has been brought
to justice— Companion justice— and he is satisfied with your progress. You receive a cut of
the reward.
> Gold pieces (leveled)
Postquest Activities
You may now speak to another Companion and begin another Radiant Quest (or access the
critical Companions Quest if you haven't already).
INITIAL WAVE: RESCUE MISSION
Quest giver: Skjor Quest giver: Vilkas
Speak with either Skjor or Vilkas, and he lets you know that a member of an important family
or organization with ties to the Companions has been kidnapped. Those responsible have taken
the victim to a hiding place. You are to find the victim and return him to the location from which
they were kidnapped. Obviously, the victim's health is of paramount importance.
0 OBJECTIVE: Rescue a [random victim] from a [random location]
♦ TARGET: Random victim, random location
Journey to the location where
the enemies took the victim.
Begin to battle your way
toward the victim's location.
The target is usually close
to any enemy leader or
imprisoned in a cell or a cage.
Unlock them if necessary, using
Lockpick, searching any nearby
foes you've slain for a key, or finding a lever to release the victim from their prison.
The Elder Scrolls V
s~kyrTm
166
QUESTS: THE COMPANIONS RADIANT QUESTS
0 OBJECTIVE: Return the [random victim] to [where they were
kidnapped from]
♦ TARGET: Random victim, random location
With the victim found and released, they become a Follower, and you must emerge from your
current location with them in tow. Once you reach the surface, having protected the target
throughout the rest of the escape, Fast-Travel to the safe location indicated or the nearest
already-discovered location and walk the rest of the way, defending the victim from any
further attacks.
0 OBJECTIVE: Return to Skjor or Vilkas
Quest Conclusion
Return to Jorrvaskr and seek out Skjor or Vilkas to inform him you recovered the kidnapping
victim alive and chaperoned them back to a safe place. Your quest-giver is pleased with this
outcome, and you receive some of the reward.
> Gold pieces (leveled)
Postquest Activities
You may now speak to another Companion and begin another Radiant Quest (or access the
critical Companions Quest if you haven't already).
SECOND WAVE: STRIKING THE HEART
Quest giver: Aela the Huntress
Speak with Aela and ask what her targets are. She mentions a group of Silver Hand, holed up in a fortification. You're to assault this location and slaughter the Silver Hand leader inside.
0 OBJECTIVE: Return to Aela
0 OBJECTIVE: Assassinate the Silver Hand leader
♦ TARGET: Silver Hand leader, [random location]
13 ^— — -
Journey to the settlement
Aela has indicated and begin
a systematic slaughter of the
Silver Hand foes within, along
with any indigenous foes that
attack. This battle culminates in
a confrontation with the Silver
Hand lieutenant. Cut the fiend
down with a final offensive
flourish. The location of the Silver Hand leader is important; you may not need to scour the
entire fortification to find him. As always, utilize your local map to learn where the leader is
holed up and to learn any shortcuts to his location. But it is just as satisfying to plow through
the leader's troops first!
Quest Conclusion
With the blood of the Silver Hand leader still coating your melee weapon, head back to
Jorrvaskr, inside Whiterun, and let Aela know of your victory. You receive no reward; just your
vengeance satiated.
Postquest Activities
If this was your first Second Wave quest, Aela will present your next target. If you have now
completed two of these quests, Companions Quest: Blood's Honor will begin.
SECOND WAVE: STEALING PLANS -
Quest giver: Aela the Huntress
Speak with Aela and ask whether she has additional work for you. She's heard rumors of a Silver Hand camp, with a set of plans somewhere inside that could contain information helpful to the
Companions; for example, it could enable a Silver Hand lieutenant to be tracked and killed. You're tasked with obtaining the plans.
0 OBJECTIVE: Steal the plans from a [random Silver Hand camp]
L&
Locate the Silver Hand camp
specified by Aela (these are
usually keeps, caves, or other
fortifications known to house
bandits), and cut a swathe
through the defending enemies
inside (or attempt a sneaky
infiltration). The plans are
usually resting on or under a
table or other furniture, rather than inside a chest. Look carefully for the Stratagem, then depart
with it.
> Silver Hand Stratagem
0 OBJECTIVE: Return to Aela
♦ TARGET: Aela the Huntress, Jorrvaskr, Whiterun
m m
Quest Conclusion
Return to Jorrvaskr, inside Whiterun, and inform Aela that you've been successful. Aside from
furthering this quest line and a verbal congratulations from Aela, there are no rewards.
Postquest Activities
If this was your first Second Wave quest, Aela will present your next target. If you have now
completed two of these quests, Companions Quest: Blood's Honor will begin.
INITIAL WAVE: FAMILY HEIRLOOM, ESCAPED CRIMINAL, RESCUE MISSION SECOND WAVE: STRIKING THE HEART, STEALING PLANS
TRANiNG THE INVENTORY THE BESTIARY ^QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX
SECOND WAVE: RETRIEVAL
Quest giver: Aela the Huntress
Speak with Aela and ask what her targets are. She mentions a fragment of the Wuuthrad,
hidden somewhere in Skyrim.
0 OBJECTIVE: Retrieve the fragment of Wuuthrad
♦ TARGET: Fragment of Ysgramor's Blade, in a [random location]
in the same chamber where you found the leader of the Silver Hand. Retrieve the fragments
immediately.
> Fragment of Ysgramor's Blade
0 OBJECTIVE: Return to Aela
♦ TARGET: Aela the Huntress, Jorrvaskr, Whiterun
Journey to the location Aela
has indicated, and slay the
Silver Hand forces inside,
along with any foes lurking at
this locale. The fragments of
the blade are usually inside a
treasure chest or on a piece of
furniture. It is almost always
Quest Conclusion
With the Fragment of Ysgramor's Blade in your possession, journey back to Jorrvaskr, inside
Whiterun, and inform Aela that you've been successful. Aside from furthering this quest line and
receiving a verbal congratulations from Aela, there are no rewards.
Postquest Activities
If this was your first Second Wave quest, Aela will present your next target. If you have now
completed two of these quests, Companions Quest: Blood's Honor will begin.
^ FINAL WAVE: TOTEMS OF HIRCINE •
Quest giver: Aela the Huntress
Speak with Aela and ask what additional work there is to achieve. She mentions a powerful object - a Totem of Hircine - that could channel the power of the Companions' Beast Forms in a new
direction. Aela instructs you to head to a particular location to find it.
0 OBJECTIVE: Retrieve the Totem of Hircine
♦ TARGET: Totem of Hircine, in a [random location]
Journey to the location Aela
has indicated (with Aela as
your Shield-Sister), and slay
the foes lurking around. The
Totem is located inside a
treasure chest or on a piece
of furniture in the chamber
farthest away from the
location's entrance. Battle to
this point and take the Totem.
> Totem of Hircine
0 OBJECTIVE: Take the Totem to the Underforge
♦ TARGET: Underforge, Whiterun
Quest Conclusion
With the Totem of Hircine in your possession, journey back to Jorrvaskr, inside Whiterun, and
head to the Underforge. Place the Totem on this stand. The Totem allows you to change your
Werewolf Power. Repeat this quest for more Totems.
> Totem of the Hunt (Detect Life)
> Totem of Brotherhood (Summon Spirit Wolves)
Postquest Activities
You may now speak to another Companion and begin another Radiant Quest.
Quest giver: Farkas Quest giver: Vilkas
FINAL WAVE: PURITY
Talk to Farkas or Vilkas. They are worried that when they pass from this realm, they, too, will share the same fate that befell Kodiak— trapped in a purgatory and desperately avoiding Hircine's
Hunting Grounds. The quest giver wants the curse of lycanthropy to be purged from his spirit and asks for your help in acquiring the necessary ingredients to make this possible.
0 OBJECTIVE: Collect a Glenmoril Witch Head
♦ TARGET: Glenmoril Witch Head, Glenmoril Coven
£03
There are two options at this
point: If you have already
culled the Glenmoril Coven of
all five witches, you should
have a spare Witch Head in
your inventory. If you don't,
you should journey to the
Glenmoril Coven, sever another
Witch Head, and return to
Farkas's or Vilkas's location.
The fflderSetoils V
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> Glenmoril Witch Head
0 OBJECTIVE: Cleanse [the quest giver] of beastblood
Only one location has the
necessary magic to thwart
the power of Hircine, and
that is Ysgramor's Tomb.
Follow the route set out in the
Companions Quest: Glory of
the Dead (with the quest giver
as your Shield-Brother) until
you reach the chamber with
the Flame of the Harbinger. At this point, you have two objectives to complete:
163
QUESTS THE COMPANIONS RADIANT QUESTS
0 OBJECTIVE: Collect a Glenmoril Witch Head
0 OBJECTIVE: Kill [the quest giver's] wolf spirit
Quest Conclusion
Place one of the Witch Heads into the flickering blue flame, and then defeat the wolf spirit that
leaves the body. Once this combat is over, Farkas or Vilkas is effectively "cured" of lycanthropy.
You can also drop a head into the flames and cure yourself. But be warned: Once cured, you
lose your Beast Form ability forever.
Postquest Activities
You may now speak to another Companion and begin another Radiant Quest.
FINAL WAVE: DRAGON SEEKERS
Quest giver: Farkas Quest giver: Vilkas
Either Farkas or Vilkas tells you that a dragon is terrorizing a nearby Hold. The exact details are
scarce, but this would be a fine and victorious combat victory and would help keep the denizens
of Skyrim safe. You are given instructions on where this dragon's lair may be.
0 OBJECTIVE: Kill the dragon at [a random dragon's lair]
-
Walk the path to the dragon's location (with the quest giver as your Shield-Brother), and begin
combat with this monstrous beast. Depending on how far through the Main Quest you are, the
Shouts you have learned can very much help in this epic confrontation. Defeat the dragon and
claim its soul for your own.
\<§£> TIP If you require more information on how to defeat the dragon,
consult the tactics listed in Main Quest: Dragon Rising or Main Quest:
A Blade in the Dark. If you've learned the Dragonrend Shout (after completing
| Main Quest: Alduin's Bane), fighting with melee weapons suddenly becomes a
whole lot easier.
> Dragon Soul
0 OBJECTIVE: Talk to [the quest giver]
m m
Quest Conclusion
Farkasor Vilkas are impressed by your dragon-slaying abilities. You are truly the Harbinger of the
Companions!
Postquest Activities
You may now speak to another Companion and begin another Radiant Quest.
SECOND WAVE: RETRIEVAL FINAL WAVE: TOTEMS OF HIRCINE, PURITY, DRAGON SEEKERS
<P QUESTS
THE INVENTORY
THE BESTIARY
ATLAS OF SKYRIM
APPENDICES AND INDEX
<J$ THE COLLEGE OF WINTERHOLD QUESTS &>
£> Optimal Quest Start
The College of Winterhold Quests begin when you arrive at the College for the first time. They
give you access to trainers and vendors that considerably increase your magical abilities and
skills. You can join the College whenever you like, although Magic-focused characters may
want to join sooner rather than later to gain access to this ready source of spells. Most other
characters will come to the College much later, as part of Main Quest: Elder Knowledge.
[►> Sanctuary: College of Winterhold
NOTE Cross-Referencing: Do you wont to see maps and learn more
oboultfie traps, non-quest-related items, collectibles, crofting
areas, and other important rooms af note in every location during these quests?
Then cross-reference the location you travel to with the information on that
location contained in Ibis guide's Atlas.
The threadbare Hold City of Winterhold has seen most of its population driven away. The center of life in these parts nowadays is the College of Winterhold. Once a prominent, influential location
in Skyrim, Winterhold has fallen on hard times but is still a haven for mages in Skyrim, a safe refuge from distrustful Nords. Largely self-sufficient, the College of Winterhold is quite content to be
isolated from the rest of the province, although a more peaceful coexistence with the outside world is always preferred.
The College of Winterhold is situated on a cliff overlooking the Sea of Ghosts. Over the years, the cliff has fallen into the sea, taking nearly all of the original city with it. Only a few buildings
remain, though somehow the College of Winterhold has largely been untouched by the damage. It now resides on a free-standing crag of rock and ice. Inside, the College is split into three
distinctive towers: Halls of Countenance and Attainment where apprentices and senior mages reside; the Hall of the Elements, where the Arch-Mage resides, gatherings are held, and the Arcanaeum
(the College's great library) is kept. Below the College lies the Midden, a warren of icy tunnels where the remnants of long-forgotten experiments reside.
[»> Important Characters
Arch-Mage: Savos Aren
Savos has been the Arch-Mage of the College for a very long time
and tried to assure the people that the College was not responsible
for the Great Collapse. He took threats seriously after the White-Gold
Concordat and helped secure the grounds of the College. Through
it all, he's managed to maintain his good demeanor and his faith
in humanity. He has little concern for public perception these days,
believing that if the mages of the College keep to themselves, no one
will bother them. As such, he has every intention of staying out of the
Civil War and the Thalmor's rise to power.
Thalmor Advisor: Ancano
A Thalmor agent currently residing at the College of Winterhold, acting
in an "advisory" position, Ancano's patronizing tone and haughtiness
have made this High Elf into a hated figure. Feeling he has no one
to answer to, Ancano is using his time at the College to find out any
secrets he can and relay them to his masters back at the Embassy in
Haafingar. He isn't winning any popularity awards in the College.
Master-Wizard: Mirabelle Ervine
Mirabelle may be second-in-command, but she's the one who really
runs the College. The day-to-day operations are under her jurisdiction,
which doesn't make her popular, but she knows someone has to do
the job. Mirabelle is frustrated that the College is seen as a black
mark, that magic in general is shunned, and takes very seriously
any allegations of wrongdoing leveled at the College or its members.
She has no use for either the Psijics or the Thalmor— they're all just
getting in the way and giving the College a bad reputation.
Wizard: Sergius Turrianus
Well aware of the contempt Nirya and Faralda have for one another,
Sergius takes time from his duties as Enchanting instructor to instigate
conflict between the two women, in the hopes that Faralda will turn
to him for comfort. While he's sure this is going to backfire on him
eventually, he's going to enjoy it while he can.
> Trainer (Enchanting: Expert): Sergius Turrianus
The elder Scroti V
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QUESTS: THE COLLEGE OF WINTERHOLD QUESTS
Wizard: Drevis Neloren
Scholar: Colette Marence
Drevis is a strange duck. Quite
Colette is the Restoration teacher at
versec ^ ' n ^ us ‘ on ' ^ we ^
the College and is well aware that
liked by the apprentices but has
JtirK
she's been labeled as a peace-loving
^ little presence outside his class.
star-gazing Spriggan-hugger. Having
His colleagues barely seem to
made repeated attempts to break
HC acknowledge him; he floats
out of that role and finding that
\ < SL \ through the day leaving little mark
everyone treated her even worse
Am
on anything. If they were paying
when she no longer fit the image
attention, one might question whether he's really there at
all.... Drevis has a habit of wandering into the Arcanaeum and
talking Urag gro-Shub's ear off, largely because Urag can't
get away.
> Vendor: Illusion spells
> Trainer (Illusion: Master): Drevis Neloren
Wizard: Faralda
Faralda has her eye on Mirabelle
Ervine's position, a stepping stone
on her way to being Arch-Mage.
Recently she's noticed that Nirya
seems to have her sights set on the
same position, and the two have
developed a bitter rivalry over it.
Rumors of sabotaged experiments
and undermined research provide plenty of gossip for the
other mages. When upset over something Nirya has done,
Faralda goes running to Sergius Turrianus, who is in fact
playing up both sides of this conflict to get close to Faralda.
> Vendor: Destruction spells
> Trainer (Destruction: Expert): Faralda
Wizard: Phinis Gestor
Phinis has little concern for the
affairs of mortals. He's a wizard
who conjures creatures from the
Beyond— what else matters? Phinis
is also interested in Necromancy and
takes solace in the notion that the
College is one of the few places he
can getaway with honing his art
without being stoned to death in the process. He regularly
relies on Enthir to procure some of the more sensitive items
his conjurations require, but only interacts socially with Arniel
Gane, the one person in the College who doesn't seem
nervous when speaking to him.
> Vendor: Conjuration spells
> Trainer (Conjuration: Expert): Phinis Gestor
Scholar: Arniel Gane
Arniel is a small, frail little
man who's never been entirely
comfortable in his own skin. He
feels weak and helpless, and while
turning to magic has alleviated
[ some of that, he wants to take it a
step further. His ultimate (and very
secret) goal is to research dwarven
artifacts and figure out why the civilization disappeared. To
that end, he occasionally procures the services of Enthir for
some controversial items.
they'd created for her, she's finally given in and accepted that
no one will ever see her differently.
> Vendor: Restoration spells
> Trainer (Restoration: Expert):
Colette Marence
Scholar: Enthir
I JjHK|| Enthir is the "man who knows how
to obtain materials" in the College.
While the College has very flexible
rules on what's acceptable research
and what's not, there are some
reagents and spell components
that just can't be acquired through
legal means. Enthir, working with
Birna in Winterhold, is the elf who takes care of that. He
also becomes a Fence in Winterhold during the Thieves
Guild Quests.
> Fence (Thieves Guild)
Scholar: Nirya
Nirya is supremely confident of her
abilities and is far more interested
in jostling for a leadership position
than improving her skills. As Faralda
seems to be the only other mage to
share these ambitions, she's decided
to take her down. Sergius provides
insight as to how to go about doing
this, and while Nirya has a sense that he may be using her,
she can't imagine what his motivation is and so she doesn't
worry about it.
Wizard: Tolfdir
Tolfdir is old. Very old. And while
it's easy for the others to write
him off as a doddering old fool,
he is actually one of the few real
masters of Alteration magic. He
loves his work, offering to give new
apprentices their first taste of the
College, and is always available to
help if it's needed and if it doesn't involve too much physical
activity. Despite his elderly nature, those with perceptive
qualities know to treat him as the venerable mentor and
advisor that his years have taught him to be.
> Vendor: Alteration spells
> Trainer (Alteration: Master): Tolfdir
Lorekeeper: Urag gro-Shub
Urag's never been a "normal"
Ore, preferring books and spells
to blades and war paint. He put
on a good show for as long as he
could, then quietly snuck off to
the College of Winterhold when he
had the chance. While he's very
good at what he does and loves
it, he's still somewhat conflicted by how contrary this is to
what's perceived as typical Ore behavior. As such, he feels
it necessary to attempt to maintain a gruff, serious exterior.
He's actually developed a close relationship with Savos Aren
and with Drevis Neloren (against his better judgment), largely
because Drevis seems oblivious at Urag's attempts to drive
him away.
> Vendor: Books
Apprentice: Brelyna Maryon
Brelyna comes from a line of
Telvanni wizards, well known for
their proficiency. However, she is
struggling with magic and has opted
to study at the College, out of sight
of her friends and relatives. Her plan
is to get over whatever problem
she's having and then return to
Solstheim to finish her studies— and do so as quickly as
possible.
> Follower: Brelyna Maryon
Apprentice: J'Zargo
Encouraged by his peers to seek
greater magical knowledge, he's
traveled to Skyrim to learn what the
Nords have to offer about magic.
I'Zargo is not intimidated to be
the only of his kind at the College;
rather, he takes this as a sign that
he's an exceptional mage. He
believes himself superior to his fellow apprentices and thinks
the only reason he hasn't already been made a scholar (or
higher) is protocol.
> Follower: J'Zargo
Apprentice: Onmund
As a Nord, Onmund's natural
magical ability was seriously
frowned upon by his family. Coming
from a difficult childhood as a result,
he's happy to finally be someplace
where everyone is more like him.
Unfortunately, no one seems quite
as happy as he is, which he finds
to be very puzzling. His frequent attempts to make friends
and engage in social activities often fall flat, but this has not
dampened his enthusiasm.
> Follower: Onmund
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